![]() ![]() ![]() Increasing the speed of storage was not and even now in the days of NVME M.2 is not a really viable option.Ĭache is basically an area of RAM built into the CPU which runs at close the the same clockspeed of the CPU. I hear you say, "OK Captain obvious, so what's your effing point?".Īs CPUs got faster and faster and storage and the data bus started lagging ever far behind, a way had to be found to circumvent this imbalance. To get back to the question of where the CPU gets its speed from, the answer is from the data, and the more fluidly and consistently the CPU can get the data, the more speedily it can execute that data. ![]() The problem with this is, when a process hangs, then the CPU is basically stuck trying to compute data that is not being requested and will be in a hung state with no way to terminate the process. Previous versions of Windows worked on the basis of cooperative mutlitasking whereby a process would have the CPU attention until it relinquished its call. What this means is that all the processes running on the system (and a game would be a process - or perhaps have a number of process threads) get a certain time-slice of attention before they are frozen and another process will get attention. Windows of the NT family (which is all that has survived) is a pre-emptive multitasking Operating System. You see it really doesn't matter how many things are doing nothing or how fast those things are doing naff-all and this is the problem you will mostly be confronted with when gaming and/or streaming, and it is the reason why games will not run optimally, no matter how much you overclock or how many cores are added to the system. If your answer is, "From the clockspeed of course", or "From the number of cores of course", then I would contend that you would be wrong. Before I start, you have to ask yourself one question, "Where does a CPU get its performance from?". ![]()
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