It's not how the games are made, it's how the CPU is made.
- It's not a real 8 core CPU, just like the Core i7 isn't a real 8 core CPU.
- The OS just 'sees' 8 cores.
- In fact it's even
worse than HyperThreading, as they share more resources and dedicate less to cut costs!
- This is AMDs version of SMT, which isn't that different from Intel's current implementation of HyperThreading on the current Core i7.
Those 'cores' are in pairs, and each pair shares resources.
- Most games just expect a 'normal-ish' x86 + SSE CPU
- Nothing unreasonable about that, eh?
- When they see 8 cores and try to use them you get resource contention, which causes heaps of stuttering (not micro-stuttering).
- Even Intel's HyperThreading didn't kill performance this badly when it debuted.
... back in those days the ~AthlonXP1700+ really had the edge.
Software Developers don't like spending 6.2 million extra hours 'tuning' their post compiled code just for one dodgy CPU
- Think about it!
- Did we get anything from Intel SMT (HyperThreading) besides better video encoding?
- It's bloody expensive.
This is the wondrous FX-8350 of which you speak, with all it's cache and glory, in a well optimized title:
- Image how that curve looks in a title that isn't tuned?
Why anyone would build a SLI rig (dedicated resources to 3D) around a CPU that shares so many resources between cores makes so little sense at all.
- Just look around the 16.6667ms mark in the graph above, that intersecting point is the percentage of frames that are under 60fps.
- Why run at 128fps to 256fps average, if 15% of your frames will be bottlenecked by the CPU?