Does anyone know if UE4 supports Hyper Threading from intel?

Trying to decide what CPU to get, sell my current intel haswell g3220 pentium combo and buy a AMD FX 6300

Or buy a core i3

A core i5 is too expensive and if the i3 supports HT then it would bring it close enough to the performance of a i5.

With that said I wonder what the performance between a core i3 haswell and a FX 6300 would be like in this game?

and I would also like to add how much cores/threads does UE4 support ontop of that?

Walking Dead, it’s not Unreal (or any program) that supports Hyper Threading, that would be the CPU. Programs either support multiple-cores or they don’t: whether it’s Hyper Threading or not is immaterial to them.

AFAIK, Unreal supports multiple cores.

That said, it would be very interesting to see the compile times for the various CPUs. Does anyone have this list?

so wait a sec what about all the talk over the internet saying hyper threading is useless in video games?

And claiming that multi threaded video games does not actually take advantage of the HT feature hence leaving the i3 on par with dual core cpu?

From my knowledge video games with multi threaded support does not actually use 4 threads from an i3 or am I wrong?

Or is it a case of those posts on various forums were made in 2010 and back then games didn’t use more than 2 threads so technically back then they would be correct? case of misunderstanding right?

i would also like to see compile time of different cpu aswell

I think there is confusion about what Hyper Threading is. Each CPU has a core. Each of those cores may handle two HTs (if they have HT). Multi-threaded is NOT Hyper Threaded. Multi-threaded just means that a program can run over more than one core. Hyper Threaded just means a single core can (if it needs to) run two threads. Cool?

Possible reasons for the widespread confusion:

Games were very slow to adopt multi-core, as there were so many things tied up together, that splitting it in half was difficult. You can’t have one core sorting out the travel path for one character, and another working out the travel path for another character, without knowing where each one would be, in case they got in each other’s way. So you did it on the same core.

Also, historically, games have been very CPU intensive, which meant that there was not much overhead room on the core for another Hyper Thread to run. that meant games didn’t get so much benefit from HT. In fact, you could sometimes see them running slower if they were running on the same core, as the two threads hamstrung each other. Intel were quick to make a change to ensure that the CPU only used a parallel HT on a core that was already being used, if the others were all busy. Today’s HT is is much better.

So, when you say: “From my knowledge video games with multi threaded support does not actually use 4 threads from an i3 or am I wrong?” Yes, I believe that is incorrect. Its the CPU that decides where data will be processed, not the multi-threaded programs it is running.

aaaaah thank you so much for clearing that up. I think I can settle myself with a nice hawell refresh 3.5 GHZ core i3 and use the extra money towards a better GPU you know.

I figured something was wrong with the intel pricing if a i3 didnt use 4 threads in games because why then would the i3 and 6 core fx 6300 even be the same price it didn’t make sense.

But now I see, due to intel having better performance per core and boost of HT bringing up the i3 to 4 threads it can technically come close to the performance of a fx 6300.

Good thing I figured this out here before selling my good intel system to buy a AMD now all I have to do is swap out the CPU which only takes a few seconds LOL

Excellent! :slight_smile:

Also, don’t forget how much an SSD will speed up your compilation times. Whatever you buy, there is always something else to put on your shopping list. :wink:

hee hee yes I have a 128GB plextor SSD already had it a couple years now and as been well worth it if you ask me.
though I installed UE4 on my secondary HDD but I didn’t realize it was better on my SSD? interesting!!! you sure about that the SSD speeding up compilation times?

Btw check how cool this is an i3 with and without HT enabled vs a i7

Now I see the massive boost HT makes WOW

BF3_Caspian_CPU.PNG

Interesting, HT speeds up the dual core hugely, but slightly slows down the quad core.

I guess four threads is its limit, so it excels on an HT dual core, but it sometimes gets called on a busy core in a quad core.

Cheers for digging that up!

lol yeah

hope this thread proves valuable to someone else who may be looking. :slight_smile:

I have an i7 and lightmass uses all of my cores/threads when I build lighting. The i3 is probably going to be as fast or faster than the fx-6300 which is based on 2-3 year old technology. When I bought my i7-3770 I A/Bed it with an fx-8350 and at the same clock speed the fx-8350 was only 60 percent as fast as the Intel cpu when baking lights. I would definitely go with the Haswell board/cpu just so you have the updated hardware.

This happens as most games do not use more than 4 WorkerThreads (or are not optimized to use more)

You have 2 cores:
Without HT:
Your application requests 4 Threads, you get 4.
2 run while the other 2 sleep (windows cycles through the threads so threads are paused/resumend multiple times during a second)
Each resume needs a complete ContextSwitch for the CPU (Registers, CommandQueue, …)

With HT:
Your application requests 4 Threads, you get 4.
4 “run”, in reallity just 2 threads are running, but whenever one thread produces CommandBubbles for the CommandQueue or the time has come, the CPU switches the threads. Because the CPU has seperated storages for one of the 2 virtual threads on each cpu (means seperated registers, seperated CommandQueue) each resume is quite fast. Especially when a thread produces CommandBubbles HT wins, as the CPU switches instead of idling. You do not have more power, but you use it more efficently.

I’d assume that speedProblems with 4 or more physical cores (when your application requires 4) are based either on problems in the application itself or with the windowstaskscheduler. They fixed something in Windows 8. Up to WIndows 7, windows asked tooo often if a core is unused and if it can put in on standby (Known as core parking). So when you had a programm running (like BF4) which required 100% of your cpu, it had microfreezes and stuttering because of that. Disabling CoreParking consumes a bit more energy(as cores are never parked) but removes this odd behaviour in systems prior to Windows 8

Greetings