It’s said right in the article that games benefit from only using the main CCD (where half the cores are, those with the X3D cache) It’s nothing new for dual CCDs to have overhead of splitting work across the two CCDs. So 8 cores makes sense here, especially when only one CCD has the “infinity cache”.
The other thing is SMT being disabled. If I understand SMT, it’s what gives the 2 threads per core. So maybe it should have been 8 cores, 8 threads in this case? Edit: I googled but didn’t find a good answer apart from seeing someone benchmark the with the boost on, and the normal had the doubled core count threads, while the “turbo mode” only mentioned the core count (at half)
16-core, 16-thread surely?
It’s said right in the article that games benefit from only using the main CCD (where half the cores are, those with the X3D cache) It’s nothing new for dual CCDs to have overhead of splitting work across the two CCDs. So 8 cores makes sense here, especially when only one CCD has the “infinity cache”.
The other thing is SMT being disabled. If I understand SMT, it’s what gives the 2 threads per core. So maybe it should have been 8 cores, 8 threads in this case? Edit: I googled but didn’t find a good answer apart from seeing someone benchmark the with the boost on, and the normal had the doubled core count threads, while the “turbo mode” only mentioned the core count (at half)