How CPU Features Affect CPU Performance, Part 6
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Java
This situation is so similar to the previous one that we could have skipped the diagram. However, there is nothing wrong with it: as SPECjvm can generate good load on processors with any number of cores, no wonder it scales well, when a CPU becomes faster.
3D games
|
1.86 GHz |
2.26 GHz |
2.66 GHz |
3.06 GHz |
STALKER: Clear Sky ↑ |
48 |
55 |
15% |
59 |
7% |
60 |
2% |
Devil May Cry 4 ↑ |
195 |
198 |
2% |
199 |
0% |
202 |
2% |
Far Cry 2 ↑ |
49 |
57 |
16% |
62 |
9% |
65 |
5% |
Grand Theft Auto 4 ↑ |
58 |
63 |
9% |
65 |
3% |
66 |
2% |
Lost Planet ↑ |
43 |
43 |
0% |
43 |
0% |
43 |
0% |
Unreal Tournament 3 ↑ |
129 |
142 |
10% |
155 |
9% |
165 |
6% |
Crysis: Warhead ↑ |
46 |
48 |
4% |
54 |
13% |
56 |
4% |
World in Conflict ↑ |
45 |
48 |
7% |
50 |
4% |
50 |
0% |
Left 4 Dead ↑ |
101 |
116 |
15% |
142 |
22% |
150 |
6% |
Group Score ↑ |
102 |
109 |
7% |
116 |
6% |
118 |
2% |
Three most CPU-dependent games: Left 4 Dead*, Far Cry 2, and Unreal Tournament 3, the former breaking away from the others. We can explain why Unreal Tournament 3 is one of the leaders here with peculiarities of the test: unlike other game benchmarks, the one for UT3 does not play a recorded demo, but imitates a real game (CTF) with the only difference that all players are controlled by a computer. Potentially, it's indeed much more complex task for a processor, as controlling eight players in real time generates heavy computing load even in case of the most primitive AI (artificial intelligence). However, in general these results are bad (or good -- it depends on the angle of view): games demonstrate the lowest dependence on a CPU, being the inverted leader in our today's article.
* We've published results of Left 4 Dead in the table and on the diagram, because they were the most illustrative numbers in terms of CPU dependence. But don't forget that a given benchmark belongs to the group of optional tests, so it does not affect the overall game score.
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