I imagine LTT did that for meme purposes more than anything else. Threadrippers are not built for games. They’re built for production workloads which don’t translate to gaming performance.
I bought it for my girlfriend’s birthday and had to go through and refund it because of just how poorly the game ran even with everything set to minimum.
My system is 8 years old and it plays this game just fine.
Granted I am not running 4K. I am still on 60 Hertz monitors.
I also haven’t gotten very far into the game so any population over 30k I have not experienced.
They did it because the developers said the game will use however many cores you can give it. And i mean, yeah it maxed out all cores. Likely doing nothing but struggling to keep them synchronized but it was using em
I imagine LTT did that for meme purposes more than anything else. Threadrippers are not built for games. They’re built for production workloads which don’t translate to gaming performance.
What are some characteristics of modern, multi-threaded games that don’t match up to production workloads as far as the CPU is concerned? What do you consider a production workload? How does it differ from CS2’s simulation system?
I imagine LTT did that for meme purposes more than anything else. Threadrippers are not built for games. They’re built for production workloads which don’t translate to gaming performance.
That said, the point still stands. This game needs the most powerful gaming hardware (e.g. Ryzen X3D series and RTX 4090) on “recommended” settings and 1080p to get averages above 60fps, which is wild. There’s a rather dedicated fellow on reddit who does detailed performance tests after each patch.
So very fucking glad I haven’t bought this game.
I bought it for my girlfriend’s birthday and had to go through and refund it because of just how poorly the game ran even with everything set to minimum.
Are you on a potato?.
My system is 8 years old and it plays this game just fine. Granted I am not running 4K. I am still on 60 Hertz monitors. I also haven’t gotten very far into the game so any population over 30k I have not experienced.
I got ok performance out of it on a 1660.
They did it because the developers said the game will use however many cores you can give it. And i mean, yeah it maxed out all cores. Likely doing nothing but struggling to keep them synchronized but it was using em
What are some characteristics of modern, multi-threaded games that don’t match up to production workloads as far as the CPU is concerned? What do you consider a production workload? How does it differ from CS2’s simulation system?