Linked by Thom Holwerda on Thu 13th Jul 2017 20:57 UTC

Last night out of the blue, we received an email from AMD, sharing some of the specifications for the forthcoming Ryzen Threadripper CPUs to be announced today. Up until this point, we knew a few things - Threadripper would consist of two Zeppelin dies featuring AMD's latest Zen core and microarchitecture, and would essentially double up on the HEDT Ryzen launch. Double dies means double pretty much everything: Threadripper would support up to 16 cores, up to 32 MB of L3 cache, quad-channel memory support, and would require a new socket/motherboard platform called X399, sporting a massive socket with 4094-pins (and also marking an LGA socket for AMD). By virtue of being sixteen cores, AMD is seemingly carving a new consumer category above HEDT/High-End Desktop, which we’ve coined the 'Super High-End Desktop', or SHED for short.

AMD is listing the top of the line Threadripper 1950X for 999 dollars, which gives you 16 cores and 32 threads, with a base frequency of 3.4Ghz (and a turbo frequency of 4.0Ghz) at a TDP of 180W (nothing to sneeze at). These are two quite amazing processors, and later next year, the pricing should definitely come down a bit so it's a bit more affordable for regular computer use as well.

Well done, AMD. Sure, we need to await the benchmarks for more information, but this is looking real good. I'm hoping this will finally start forcing developers - specifically of games - to start making more and better use of multicore.

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RE: Games
by feamatar on Fri 14th Jul 2017 08:29 UTC in reply to "Games"
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I think it is not hardware resources that hold AI back, it is rather the low priority assigned to AI development and that it needs lots of iterations to get it right. The great FPS AIs of the past(Half Life, Halo, FEAR) used rather smart scripting and audiovisual cues to provide convincing and engaging encounters. Even in strategy games, smart scripting can make wonders, eg: Darthmod for Total War series.

Other areas, like your examples, scale rather well in my opinion and they are all related to graphical detail: the numbers of agents and the number of small entities all need heavy preparation on the CPU side before the GPU can render them, but their number do not break the game.

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