I did not mean to imply that anyone was stupid. However, it is self-evident that different memory architectures are optimal for different applications, and that even though one can alter scheduler behaviour, this does not alter the underlying relative locality of memory access and thus may still be strongly non-optimal for a given application. That is, locality of processing does not necessarily imply locality of memory access, especially for (current) games--for which this platform is, after all, marketed--which are often fairly poorly multithreaded.
It is clear that the architecture performs well (and will continue to perform well) on server-type applications; however as I have commented in the main forum already, the wisdom of touting this as a solution for present-day games is perhaps questionable. Remember, the tagline for the platform was not "server hardware at a workstation price," even if that may have been more appropriate, and AMD has and will continue to have little or no control over the implementation of threading by games developers. With time, the application programmers will learn to take advantage of the hardware, but for now, scheduling tricks cannot do much to assist performance here. Certainly one could run two or more current games simultaneously while achieving better performance than the equivalent workload on the Intel platform, but that is not, you will agree, a very serious or practical application.
[Posted by: MTX | Date: 12/04/06 11:05:25 AM]