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Devil May Cry 5 PC Requirements Revealed - 8 Threads, 8 GB RAM Minimum

Keullo-e

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If a game has hard-coded limit for threads, it won't run on CPUs with less.
They should do that for games which require 4 threads. I played Mirror's Edge Catalyst pretty much with a G3258 @ 4.7GHz and it always crashed in some point, since the minimum was a 2c/4t CPU. With G4560 and 780 Ti, it had no problems when playing with maxed out graphics at 1080p.
 
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If a game has hard-coded limit for threads, it won't run on CPUs with less. A hard-coded limit for frequency would work exactly the same way. If it's 3.4 GHz, game won't run on 3GHz - no matter if it's 4, 8 or 20 cores.

Not that I think this will be true here, but I recall a game that didn't want to install on my notebook and the error message precisely said that I have less than some desired frequency. So it surely happened before. :)
Just simply detecting number of threads is not enough, there are ways of detecting physical cores vs. threads, but you still may have to know if it's SMT, pairs of crippled cores (like Bulldozer), or simply different cores (like ARM designs have already).

Frequency is much more complicated. I've mostly done this in Linux, but even in Windows I believe the only thing you easily can obtain is the base clock, maybe even the current clock speed, but that will be fluctuating. I don't know how you would find max boost, or even more so max boost at e.g. 4 cores, across any current and future CPU architecture. Still there is a huge difference in IPC, e.g. a Bulldozer vs. Skylake. If a game impose such hard limits, those would have to be set very low, too low to make any sense anyway. Laptops usually have very low base clocks these days, it would be nearly impossible to determine this correctly without a benchmark. And even among desktop CPUs, the monster i9-7980XE have 2.6 GHz base (3.4-4.2 GHz boost) would seem weaker than my old i7-3930K 3.2 GHz (3.5-3.8 GHz boost).

If you release a game today, you might want to make it run on future hardware as well. Adding hard limits for thread count or CPU frequency will be very risky, and if current trends continue, it will just get harder and harder to assess the actual performance from theoretical figures. I wouldn't even dare to put such hard limits in a game, but I would consider making a mini-benchmark during startup and have a popup in the corner of the menu saying your hardware might be limiting the gaming experience.
 
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A base clock that's never reached?
How is it not? You said yourself that the CPU goes under 3GHz in idle.
So sometimes it goes under 3GHz (idle) and sometimes over (3.2GHz boost). Hence, it reaches 3GHz. You can't expect it to "stick" to some value, as it constantly changes (unless you lock it).
My i7 has a true base clock of 2.8 Ghz and will boost up to 3.8Ghz under optimal settings, but if they're not met it defaults to 2.8 Ghz. Ryzen 1700s n-e-v-e-r use the 3.0 Ghz frequency, their base clock is 3.2 despite whatever marketing oriented spec sheet says.
Well. You're accusing AMD of deliberate manipulation of CPU specification. I won't comment on that any further. Can't afford a lawsuit. :)
pure LOL!
Why? Something constructive for a change? :)
They should do that for games which require 4 threads.
You didn't get the joke, did you? Just why would a game require particular number of CPU threads? Wanna bet it'll run on 1 core? :-D
I played Mirror's Edge Catalyst pretty much with a G3258 @ 4.7GHz and it always crashed in some point, since the minimum was a 2c/4t CPU.
More likely: since you have a G3258 @ 4.7GHz. Does it pass simple stress tests? Prime95?

Just simply detecting number of threads is not enough, there are ways of detecting physical cores vs. threads, but you still may have to know if it's SMT, pairs of crippled cores (like Bulldozer), or simply different cores (like ARM designs have already).
No need to detect anything. Hard-coded list of supported CPUs will do the job perfectly well. :)
And it will work for frequency as well!
I believe the only thing you easily can obtain is the base clock, maybe even the current clock speed, but that will be fluctuating.
That's precisely why I mentioned base clock.
If you release a game today, you might want to make it run on future hardware as well. Adding hard limits for thread count or CPU frequency will be very risky
Yes! :-D
 
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No need to detect anything. Hard-coded list of supported CPUs will do the job perfectly well. :)
You're joking, right?
A hard-coded list of supported CPUs is even worse and will never work. That would be a list of thousands of CPUs and many would have to be tested, and a list to be maintained and distributed whenever there is a new launch. No, just no. Any developer can tell you this is a bad idea.
 
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You're joking, right?
A hard-coded list of supported CPUs is even worse and will never work. That would be a list of thousands of CPUs and many would have to be tested, and a list to be maintained and distributed whenever there is a new launch. No, just no. Any developer can tell you this is a bad idea.
Yes. Thousands of CPUs. And you don't have to test anything! You assume. For example, you take the list from passmark ranking and everything above 4770 is ok, while anything below is not ok. Bang. You have a list. You put it in a variable. It's a great idea that saves you countless hours of benchmarking or figuring how to check boost clocks!

Remember: we're commenting a text, in which the author claims that a game will require 8 threads, because the suggested minimal CPU has 8 threads.
Anything goes! :-D
 
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Yes. Thousands of CPUs. And you don't have to test anything! You assume. For example, you take the list from passmark ranking and everything above 4770 is ok, while anything below is not ok. Bang. You have a list. You put it in a variable. It's a great idea that saves you countless hours of benchmarking or figuring how to check boost clocks!

Remember: we're commenting a text, in which the author claims that a game will require 8 threads, because the suggested minimal CPU has 8 threads.

Anything goes! :-D
Seriously, you didn't think this one through.
Wikipedia lists ~167 variants of Skylake alone, if you take all Intel CPUids from Sandy Bridge and up, including all stepping revisions, OEM versions, rare customizations etc., you will end up with over thousand models. And with AMD it may be even more, considering all their special models for Asian markets. On the GPU side it's even worse, the latest Nvidia driver lists 19 device IDs for "GTX 1080" alone…

Having a white list of supported hardware for PC games will never work.

But what's the purpose? Most games have "minimum requirements" that you see before you buy it, why should a game ever stop you from running it? (assuming you meed all API requirements) Don't you think the end user will notice if something is not right? And even if so, measuring average frame rate etc. is super easy (it takes like a few lines of code), and then let the user know about the issue and the option to ignore it, there is no need for a fancy hardware check. You are "solving" a non-issue by creating a much bigger one.
 
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Seriously, you didn't think this one through.
Wikipedia lists ~167 variants of Skylake alone, if you take all Intel CPUids from Sandy Bridge and up, including all stepping revisions, OEM versions, rare customizations etc., you will end up with over thousand models. And with AMD it may be even more, considering all their special models for Asian markets. On the GPU side it's even worse, the latest Nvidia driver lists 19 device IDs for "GTX 1080" alone…
So?
Seriously... it's 2018 and you're intimidated by 1000-row database? What do you need all these cores for? :p

Moreover, I can't believe the PC industry (hardware and software) is so badly organized that there isn't a single reference database with all CPUs and GPUs well documented (and maybe other parts as well).
Having a white list of supported hardware for PC games will never work.
I'm just finishing a program and I added a CPU checking module: run for Xeons, don't run for consumer CPUs. Checked. It works. No idea what you mean. :)
But what's the purpose? Most games have "minimum requirements" that you see before you buy it, why should a game ever stop you from running it?
I have absolutely no idea. But luckily, we have at least 10 people in this thread that think this game won't run on something with less than 8 threads. You can ask them. :)
 

Keullo-e

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More likely: since you have a G3258 @ 4.7GHz. Does it pass simple stress tests? Prime95?
Totally 24/7 stable, 4.8GHz was unstable in stress tests. MB was Sabertooth Z87 and the CPU was delidded (my first delidded CPU, delidded with razor), cooler was a generic Asetek 120mm AIO.
 
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So?

Seriously... it's 2018 and you're intimidated by 1000-row database? What do you need all these cores for? :p
No, I just know something like this would never work. Having to maintain and update a white list of hardware for a distributed product like this is just going to break it for thousands of gamers whenever there is a new product launch or a gamer is using an uncommon setup. And once again, for what? What problem does this even solve?

This is a typical example of over-engineering; overthinking a solution to an edge case which ultimately adds no value to the product.
 
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what is the over/under that a 2/4 Pentium processor gives you 60 FPS at 1080p on this game?

Running a game in 2018.

Or are you still in 2011?

no, 2013 since its a console game that must run on a Jaguar processor made for chrome books and tablets.
 
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mmhhh.... well with my 6600K 4C/4T the only option would be a 2600X/2700X but, hey that's way cheaper than a 9900K :D

(sheesh i know it was a Sarcasme ... ) ;)
 
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I tell you guys - the requirement is because of new Denuvo - it need additional 4 threads to rewrite your SSDs to end their TBW :roll:
 
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