Intel Core2Duo is a brand of processor with several hundred different models, differing in power by over probably 2Ghz. |
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Is this a good processor, would it be good enough to play newer games? |
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Intel Core2Duo is a brand of processor with several hundred different models, differing in power by over probably 2Ghz. |
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Lost count of how many lucid dreams I've had
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I'd reccomend ATI , but it's your pick. |
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Last edited by Indeed; 02-21-2011 at 03:39 PM.
Intel® CoreTM 2 Duo SU7300 (1.3GHz/800Mhz FSB/3MB cache) Exact processor. Also this graphics card 1024 (MB) NVIDIA® GT335M GeForce®. With 4 gb of ram. |
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That's an incredibly weak CPU. My 4 year old laptop has a Core2Duo of 2GHz. I strongly suggest you find something better. |
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Aight. |
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Don't bother with the 3092379523 core ones. Most shit doesn't use them anyway. |
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Wrong. Most programs these days are being developed to use multicore processors. You get so much more for your money if you buy a multicore processor, compared to an old singlecore one, especially because the technology isn't really being developed on anymore. For gaming, a quadcore processor is ideal. Something around 3GHz is generally a good speed. Getting this for a laptop is going to be difficult though. A 2.8GHz dual core is probably the best you will get, which is pretty good too. |
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Last edited by Marvo; 02-21-2011 at 02:57 PM.
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GPU is whats improtant for a game, not the CPU |
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I don't agree. Obviously a single core is shit. But you'll be hard pressed to find a program that uses more than four cores. |
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This topic is epic lulz. Raging E-Peen up in dis biatch. |
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Most games these days are being developed to work with multicore processors, like the battle-field series. |
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I'm quite certain I know a lot more about it than you do. 90% of the cycles for games are graphics related. The graphics in games have to calculate millions of floating point precise vectors, then translate that into between 1 and 8 million pixels on the screen. Then extra shader passes are done, these are entirely GPU based operations. When a programmer writes a graphics heavy program, they fork it into usually one or two physics threads, an AI thread, and about a dozen graphics threads. The graphics threads run entirely on the GPU, they don't even have the same instruction set as the rest of the program. It's the reason that GPUs have a dozen cores, but CPUs only have between 2 and 8. |
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Not true, simple programs run with one or two cores, but they aren't intensive anyway. Take a look at your Activity Monitor sometime. Programs are highly parallelized. Most programs run about 8 threads at any given time, more cores means more of those can run at the same time. Finder alone runs 6 to 8 threads, Safari runs between 15 and 25, iTunes runs between 10 and 25... Games will significantly more because they use a technique called thread pooling. Most dispatch to the GPU, but you'll still have 8 to 10 of them running on the CPU. |
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Last edited by ninja9578; 02-22-2011 at 01:58 PM.
I'm sure you know a lot about the technical aspects. What I do know, is that there are some more recent games out there, that are very physics intensive. A game like BF:BC2 for example would run much much better for me if I had a 3GHz quadcore, than just my silly 2.6GHz dual core. A game like Minecraft is also very CPU and RAM intensive. Of course, Minecraft is a special case, but it is worth mentioning. |
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Minecraft uses an outdated engine. Thanks to something called OpenCL, large amounts of physics calculations are also being pushed onto the graphics card. The latest DirectX is also pushing more and more physics calculations to the much faster GPU. RAM has nothing to do with the CPU or GPU anymore, programmers can connect the RAM directly to the GPU with the newer APIs, so there is no need for the CPU to act as the middleman anymore. The limiting factor is the bus speed of the RAM and how close it is to the processors. |
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I agree with all of this and I know it's true, but the situation with current games, in my experience and many of my friends', is that the CPU does matter. I wasn't aware that people were starting to figure out how OpenGL could take care of physics calculations too. That is very interesting. Does it have something to do with OpenCL? Bear with me, my knowledge about graphics APIs is limited. |
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It is OpenCL, OpenCL allows you to push regular floating point queries onto the graphics card. Of course CPU matters, but the performance difference you'll see between 2 and 4 cores is much less than you'll see between 8 and 16 graphic cores. The bottle neck is still the graphics, physics still won't choke the system, they are done via steps that are automatically reconfigured in the event of any lag, so any game should be able to run on any modern CPU as long as the GPU is capable. Intel chips aren't made for doing calculation intensive stuff anyway, why do you think consoles don't use them? The XBox has PowerPC chips in them, and the PS3 has custom cell processors. |
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Ah, I misread, I thought you wrote OpenGL up there. |
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What are you guys, dummies? You're so dummies if you don't know GPU is more important than CPU for gaming. Crunching graphics numbers is better done by graphics processors, and GAMES ARE LIKE 90% GRAPHICS, OK?! |
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I'm not sure what threads are. I'm going on my limited knowledge here. |
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