4 ms·
I dimly recall 10-15 years ago that we saw approximately 10% faster running texture filtering on HT cores in addition to real cores -- I'm hazy on the number an
by shaggie76 3y ago
I dimly recall 10-15 years ago that we saw approximately 10% faster running texture filtering on HT cores in addition to real cores -- I'm hazy on the number and I don't remember which CPU we tested with but it seemed as though for a fetch-heavy workload SMT can help hide a cache-miss on one thread by doing ALU on the twin core. Since it didn't cost anything and we already scheduled work across real cores we didn't complain about the gains being marginal from HT cores and left it enabled.
More recently we did some DirectX 12 MT-rendering tests; since there's more considerable overhead for breaking up the work into more batches so we wanted to be sure so we checked carefully.
On a i7-12700K we found that distributing Dx12 work to SMT or E-Cores had no benefit, even in a contrived rendering stress-test.
However, on an unnamed game console, we found that scheduling additional work to the SMT cores improved draw performance by maybe 7%.
YMMV but my impression is the workload needs stall on memory enough to get signfican gains by interleaving the ALU from another thread and this might benefit low-power systems like laptops or mobile phones more than workstations.