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by mntmoss 2545 days ago
A latency hit is not a prime concern for retail builds of AAA games. Cache coherency can be done to a very fine-grained degree in a AAA asset pipeline when a few developers are pointed entirely at that optimization problem, since most game scenes are mostly static or have "canned" dynamic elements that can be kept in static pools(e.g. up to 12 NPCs at a time). As such, a substantial part of inner loop processing will take place in cache: what's really at stake when discussing memory performance for games is how the architecture hides latency in its caching implementation, and how that interacts with existing software, since the software in most cases is making an effort to present favorable scenarios with a limited worse-case. Games tend to bottleneck not on the memory, but on single-core performance, since there's a ton of synchronization logic in the game loop that gets in the way of distributing the processing load across all cores, and this has historically been where the Core chips have had big wins over Zen.

For heavily dynamic applications like editing tools where the user is free to shape the data as they please and the worst case is much worse, latency becomes a much bigger issue.