I wish all the computer parts companies would only release new products when they are definitively better rather than making them on a schedule no matter what. I don’t want to buy this year’s 1080p gaming CPU and GPU combo for more than I spent for the last one with the same capabilities, I want the next series of the same part to be capable of more damn it.
Intel's Meteor Lake CPUs are slower at single-core work than previous-gen models — new benchmarks show IPC regressions vs Raptor Lake
Submitted 10 months ago by kinther@lemmy.world to technology@lemmy.world
Comments
Grass@sh.itjust.works 10 months ago
sugartits@lemmy.world 10 months ago
Inflation has entered the chat
Grass@sh.itjust.works 10 months ago
Every *flation seems to exist solely to make me sad and miserable…
downhomechunk@midwest.social 10 months ago
Think of the quarterly profits, won’t someone please think of the shareholders?!?
/s
simple@lemm.ee 10 months ago
The article mentions the results are probably because of Intel’s focus on AI, but it’s more likely that this was because of Intel’s focus on making their chips use less power. Laptops with the new generation have a significantly better battery life.
EddyBot@lemmy.world 10 months ago
wasn’t Intel the one which raised the bar of TDP on laptop CPUs in the first place? so they could win in CPU benchmarks
NounsAndWords@lemmy.world 10 months ago
On a technical level, it’s hard to say why Meteor Lake has regressed in this test, but the CPU’s performance characteristics elsewhere imply that Intel simply might not have cared as much about IPC. Meteor Lake is primarily designed to excel in AI applications and comes with the company’s most powerful integrated graphics yet. It also features Foveros technology and multiple tiles manufactured on different processes. So while Intel doesn’t beat AMD or Apple with Meteor Lake in IPC measurements, there’s a lot more going on under the hood.
sugartits@lemmy.world 10 months ago
comes with the company’s most powerful integrated graphics yet.
Not a particularly high bar there…
PanArab@lemmy.world 10 months ago
Intel is making the transition to ARM -and eventually RISC-V- inevitable.
monkeyman512@lemmy.world 10 months ago
That’s silly. But I’m pretty sure AMD is pretty happy with the situation.
Haha@lemmy.world 10 months ago
Say it with me: For the shareholders!
pixxelkick@lemmy.world 10 months ago
ITT: non devs that think multithreading is still difficult.
It’s become so trivial in many frameworks/languages nowadays, its starting to actually shifting towards si gle threading being so.ething you have to do intentionally.
Everything is async by default first class and you have to go out of your way to unparallelize it.
It’s being awhile since I have seen anything mainstream that seriously cared about single thread performance enough to make it the most important benchmark.
I care about TDP way more. Your single thread performance doesn’t mean shit if your cpu starts to thermal throttle.
qqq@lemmy.world 10 months ago
You do realize that async features in almost all popular languages are a single threaded event loop, right?
vext01@lemmy.sdf.org 10 months ago
Exactly.
Also every time I’ve used async stuff, I’ve pined for proper threads. Continuation spaghetti isn’t my bag.
mihies@kbin.social 10 months ago
Wait, wat? Looking at first sentence. Also async != multi threading.
GnomeKat@lemmy.blahaj.zone 10 months ago
My goto for easy multi threading is lock free queues. Generate work on one thread and queue it up for another thread to process. Easy message passing and stuff like that. It doesn’t solve everything but it can do a lot if you are creative with them. As long as you maintain a single thread ownership of memory and just pass it around the threads via message passing on queues, everything just sorta works out.
brian@programming.dev 10 months ago
A lot of languages have an asunc/await facade for tasks run on a background thread for result (c#, clj, py, etc), but it’s certainly not the default anywhere, and go most goroutines(?)/other csp implementations are probably going to be yielding for some io most of the time at the bottom anyway
sndrtj@feddit.nl 10 months ago
Concurrent is not the same as parallel.
QuaternionsRock@lemmy.world 10 months ago
But concurrent execution is multithreaded. “unparallelize” is the only misnomer in the comment you replied to. Asynchronous execution is not necessarily concurrent, but often is.
However, a high TDP does not inherently mean that thermal throttling will occur, and there are countless everyday processes that are inherently sequential (“single-threaded”), so I still disagree with the comment on most counts.
throwwyacc@lemmy.world 10 months ago
I’m a software engineer. And yes multithreading is difficult, just slapping on async isn’t necessarily going to help you run code in parallel
Think about the workload a game is using, you have to do most calcs on a frame by frame basis and you tend to want effects to apply in order. So you have a hard time running in parallel as the state for frame 1 needs to be calculated before frame 2. And within frame 1 any number of scripts can rely on the results of another, so you can’t just throw threads at the problem You can do some things like the sound system but beyond that it’s not trivial
Jumpinship@lemmy.world 10 months ago
many professional apps. solidworks comes to mind
vrighter@discuss.tchncs.de 10 months ago
as a dev, seeing you conflate “async” with “multithreaded” is painful.
And what you’re saying is just not true anyway.
Nommer@sh.itjust.works 10 months ago
Single threaded performance was the only reason to go Intel.
AdamEatsAss@lemmy.world 10 months ago
Maybe this will push more game developers to develop games that use multiple cores? I know nothing about game development.
anlumo@lemmy.world 10 months ago
That has been happening for the last decade, but it’s really hard.
drfuzzyness@lemmy.world 10 months ago
Most AAA game studios target consoles first. Their in-house or external porting teams will then adapt it for Windows, but by then major engine decisions will likely have already been made in service of supporting the Ryzen/RDNA based Xbox Series and PS5 consoles. Smaller studios might try to target all systems at once but aiming for the least common denominator (Vulkan, low hardware requirements). Switch is a bit of its own best when trying to get high performance graphics.
Multi threading is mostly used for graphics, sound, and animation tasks while game logic and scripting is almost always single threaded.