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Comment by georgeecollins

Could someone here with experience tell me about how important hyper-threading is in whatever code they have experience with? In my prehistoric experience we got support from Intel to put hyper-threading code in a game around 2001-- that would have been with a Xeon processor. Our mandate was clear but unwritten, have a particular level of the game perform much better on an Intel CPU then any other x86 and then talk about it. As I recall we really had to jump through hoops to get a meaningful performance improvement. It was more like we slightly crippled non hyper-threading cpus on a handful of assets. We wanted to sell the game everywhere. It was like, if you looked at a particular rock in a particular level you really could measure the difference.

It probably got a lot better with the i7, but experiences like that make me take new CPU features with a grain of salt. Hopefully someone can share more contemporary experience with hyper-threading.

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