Intel preps 16-core Xeon D-1571 processor at 45 Watt
Though intended for micro-servers, Intel is prepping a Xeon D-1571 processor rated at 45 Watt, the beauty of it all, it has 16 Broadwell CPU coresand 32 logical CPUs with Hyper Threading. They run at 1.30 GHz clock speed and are tied to a dual-channel DDR4 memory controller that will support up to 128 GB ECC DDR4 memory.
Particularly, Xeon D-1500 series makes use of Broadwell 14nm microarchitecture, which supports all latest x86 extensions. Currently, the fastest in the series is the D-1541, which has 8 CPU cores and 12 MB L3 cache.
As CPU world reports D-1571 SoC will double the number of cores to 16, albeit running at 35% lower clock rate. The D-1571 will also have twice larger level 3 cache. 16 CPU cores, 1.3 GHz clock speed, 24 MB last level cache, 45 Watt TDP and support for Hyper-threading feature, which allows the CPU to run 32 threads at once. The SoC is likely to support Turbo Boost technology, but we do not have information on the maximum boost speed yet. The official price of the D-1571 will be $1222.
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...Next CPU in Xbox two....

It's cpu's like this that make you wish games were more multithreaded.
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Indeed. This thing will be destroyed by a simple 6600k when it comes to games.
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...Next CPU in Xbox two....

It's cpu's like this that make you wish games were more multithreaded.
Indeed. This thing will be destroyed by a simple 6600k when it comes to games.
Yes, single threaded performance is king for now for most everything.
However, some games and other applications would do better with more threads.
Massive RTS games for example. Now that is something that could be made to use a ton of threads.
Most games cannot be more threaded than they currently are.. or at least it would not be worth the trouble for the minuscule amount of performance gained in certain situations.
If you are playing a game and don't have one core that is pegged out for usage, then more threading will probably not help. And even then, sometimes that thread that is pegging out usage has to run linearly.
the only other option is that the game was coded poorly and the pegged out thread is just wasting CPU cycles.
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It's not only about "poor coding". Achieving good multi-core performance is especially hard in multiplayer games.
Basically, for 60fps game you have 16ms to prepare entire frame. 120Hz - 8ms. It's tough. You have to calculate all the physics, game logic, network code, audio, and graphics in so short time. Work partitioning, distribution, asynchronous computation, gathering results and composition have to complete in this tiny fraction of second. Of course, some of the computations have value for longer time than 1 frame, eg. some AI, pathing, and general forecasts, but paired with network synchronization, it's super-challenging. On top of that, synchronization between cores (making one core aware that other has finished and flushing the data) takes a lot of time.
Distribution of non-time-critical workload is doable and while not trivial, it's well-described. I wouldn't expect distributing of tasks like engineering computations or rendering across many cores and machines to be that difficult for an experienced software developer. But loading 8+ cores effectively with real-time flow of multiple data streams that depend on each other, is exceptionally tough.
This makes me think that:
a) Games will be optimized for max 4 cores for quite long time
b) Games will be capped to 60 or even 30 fps to give more time to calculate the frame
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45watt, dual chanel so it is low cost motherboard (for pro of course lol), it start to make shadow to Atom config for files server and micro server...