| Kinda, but then they should've released a 4C/8T with very high clock rate CPU at around the 200-250$ mark for that. Intel's 7700Ks can easily hit the 5ghz mark on aftermarket air and AIO water cooling. Games aren't optimized well beyond 2 cores, with games that are optimized for more than 4 cores being particularly unheard off. Games aren't an application that supports parallelism that well since your sound, physics, AI and graphics threads all have to be synced within a single frame otherwise everything falls apart. The worst case for Zen is going to be the not here and not there CPU, with price slashed 7700K mopping the floor with 8C Zen CPUs in gaming because they can clock to 5ghz and higher while it's unclear if AMD can even hit 4ghz reliably on all cores and on the other hand the Zen ecosystem not being mature enough for the prosumer and professional types due to subpar support/performance of storage, peripherals and memory. The biggest mistake I made is getting a 2nd 5820K for my gaming rig, I got it cheap so I don't mind but performance wise I would be better off with a 6700/7700K.
And I'm lucky as my 5820K hits 4.5-4.6ghz with an AIO cooler. |
Most game engines architectures have supported limited parallelism in the form of dedicated game simulation and render threads, as well as often having asynchronous processing of audio, network, and IO. More modern engines have task based architectures that allow for parallelism of the game simulation. This is often implemented as a fork-join model around sync points spread throughout the simulation update: pre-physics and post-physics update periods for instance. While it is true that some game logic relies on knowledge of global state and complicated dependencies between entities in the simulation, games can and do find meaningful reductions in CPU wall time.