To my knowledge PAX starter out because E3 lost its way. It's cool to see that the effectively solved the problem and made PAX what E3 was supposed to be, at least for gamers and game journalists.
Perhaps a note for those who don't know, penny arcade here stands for the web comic penny arcade. In the comic the main characters play and criticise video games as they come out, as well as going through general life stuff. For the past decade its extreme popularity has made it one of the industries biggest media.
In 2006 E3 was open to press and the public, with 60,000 attendees. In 2007 it was invited-press-only and had 10,000 attendees. In 2008, only 5,000 attendees. [1]
Meanwhile, PAX had 9000 attendees in 2005, and 58,500 by 2008 [2]. The most recent attendance figures I can find are 2011, with 70,000 attendees reported.
E3 later changed back to being open to the public; in 2014, their attendance was 48,900. So far from completely dead as a show.
It's a monthly fee for the pro version but it's about a 2 yr bnreak even with just buying it at $199
If you're unfamiliar with the history, Prepar3d is an evolution (by Lockheed Martin) of the old FSX codebase - but they've updated it with multi-core support, DX11, etc. Most (but not all) FSX addons are compatible, and it gives better frames at MUCH better visual quality than FSX.
Yep, it's multithreaded. And it helps, too - things like the galaxy map are somewhat CPU-bound because of the large amount of procedural generation. (Not to say that it could be impossible to do with compute shaders helping out too, but then, ED is still in Beta 1.0 and I wouldn't expect to see really huge, complex optimisations like that at this point.)
Actually, I'd expect most new 3D engines to be prepared for heavy multithreading by now, but many new games at the moment are still based on older engines. 2015 and on, maybe not so much, when people start releasing things backed by UE4, CryENGINE (4), Source 2, FOX Engine, etc in earnest. I think the majority would target a quad-core, and might be surprised to find themselves running on a 6 or 8 core.
GPUs have been the real source of gaming performance for PCs since the nineties, and this is true even for arm-based smartphones and tablets, which have had their own dedicated graphics chip since the first iPhone.
Even the puny Raspberry Pi (ARM v6 at 700Mhz!) is able to stream video in FullHD thanks to its dedicated GPU.
A slow CPU can still be a bottleneck if paired with an high-end GPU, but in general a cheap CPU with an expensive GPU is a much better set-up for gaming than the other way around.
(Of course there are exceptions, but this is generally true for your average AAA title).
The RasPi is a particularly unusual example here; the BCM2835 has a tiny ARM1176JZF-S taking a piggyback ride on a comparatively huge (and, despite some releases from Broadcom, still only very lightly documented) 2D vector processor, the Broadcom VideoCore IV, and it's the VC4 which actually runs the show (the proprietary firmware uses the commercial ThreadX microkernel, but fully open firmware is being developed) and boots it - it's actually a SoC made out of a GPU, and the ARM is broadly-speaking a coprocessor, posting requests to the VC4's kernel to please do stuff.
The video encoder/decoder has a little fixed-function logic, but the VC4 is rather good at vector operations itself, particularly 2D 16x16 and 32x32 ones, and probably has at least as much general compute muscle as the ARM, I'd say? It is not easy to program efficiently, however, and its pipeline doesn't seem to like branches very much. And trying to do ChaCha20 on it is tricky because I can't seem to find a way to address the diagonals...
That's not true anymore. Most of the AI "thinking" can be multithreaded, physics can be multithreaded, rendering can be multithreaded, even core systems like loading of ressources is heavily multithreaded. It's not easy, but it's a reality for most gamedev now. However, there is a limit of how much can be multithreaded and how well it'll scale. There's a lot of inter dependencies between objects and systems that force some level of serialization, just like any other multithreaded application.
if you can find a game developer who cares enough to split their game's logic down more than just "render thread" and "logic thread", then maybe an 8core would be useful
Actually the problem isn't developer laziness, it's just common sense. Most games are GPU and/or bandwidth bound, and cpus don't factor in beyond a certain point. Furthermore, if you wake up too many cores, intel cpus slow down so if you do have a monolithic render thread, threading everything else is counterproductive.
DICE is one such developer. BF4 scales pretty well across cores, and so should any game that uses that engine unless crippled artificially. There are other developers as well but most make console only games (Killzone, Uncharted, etc... are all heavily multithreaded).
It is probably mostly the same crew, but the point is that they did the rebranding because they wanted to distance themselves from the Penny Arcade site and comic:
“[…] You’ll notice that it is no longer the Penny Arcade Expo. It’s outgrown us and it belongs to the gaming community at large now not just PA fans. Someday I expect to attend a PAX and not even be recognized. […]”¹
Therefore, I believe it is incorrect to say that Intel revealed this product at “Penny Arcade Expo”.
> I think the main point of the original poster was more that this is at a gaming convention, though.
And my point was to simply correct the name used; PAX used to stand for Penny Arcade Expo; now it doesn’t, so we shouldn’t call it that. I’m still not sure what all the downvoters think I meant.
I think it's fine to still call it that descriptively; I don't agree that an official rename means we "should" do whatever the corporate branders desire. It still is the Penny Arcade Expo in the sense that it is an Expo, and it is owned/operated by Penny Arcade. It's true that the Penny Arcade corporate marketing team has officially redefined the initials as not standing for anything, but that's only really binding on their own marketing materials, not on everyone else.