That CPU should work great in properly threaded games, which DX12 and Vulkan will enable. You will probably get CPU bottlenecked in many current-gen games though.
It seems to run brilliantly and everyone i know says i should go with a intel processor but they cost ~ 3x more, side by side the specs are better on the AMD processor AND it seems to be more stable at running large software packages at the same time (Compared with my friends Intel i7)
Comparing specs between different generations of CPUs, let alone CPUs from different companies is a fatal mistake. Intel CPUs are significantly faster per clock, mostly due to having a better memory controller. I did some rather big experiments with threading performance of Intel and AMD CPUs. Intel CPUs have better performance per core than AMD CPUs and can reliably achieve 4x+ scaling when not memory bandwidth limited thanks to Hyper-threading hiding cache misses and branch mispredictions. AMD CPUs are slower per core (VERY important for the horribly threaded games we have today) and are much worse off when it comes to dealing with memory cache misses. With good cache locality and perfect threading (something you don’t really get with Java) they can at best compete with an i7, but in my experience this is hard to achieve, especially with Java. xd
This is what my Java benchmark has to say on i7-4770K versus FX8350 (admittedly the 8350 scores were posted by crazy people running the chips at 4.7 to 5GHz).
Catching up on a couple weeks of posts on this thread. Amazing stuff, folks! I am in awe.
I got my “continuous” Shepard Tone generator working a while back (sounds pretty good! better than the version with note steps) but didn’t upload it, because I thought it would be good to put in a volume control. This led to needing to change an Interface which broke the 20 and growing number of synths I have written. While doing the mods to the individual synths, I decided to bite the bullet and write an Abstract “CoreSynth” that would let me make these sort of modifications on the abstract class without having to rewrite all the synth classes. This was kind of scary and confusing as the Synth class itself has a number of internal classes, and I have mostly avoided using extends in preference to implements so far.
Am slowly picking my way through this. Unraveling and debugging the layers. I think the main synth (controls the polyphony) and the envelopes are handled, and now I’m working on the internal, individual Note class specifics. Am starting with a simple FM square-wave synth: one carrier, one modulator, 1:2 ratio. Maybe some of the basic syntax rules about overriding variables and methods will finally start to stick after messing with this. I’ve always found them easy to mess up, for example, when doing practice certification quizzes.
Trying living by schedule – some time like half month from now
its strange schedule – it don’t have static tasks like eat at 2 pm
but have 8 hrs of useful work at day (because I don’t have job ^^)
(its programming, art, music creation, watch educational videos
etc any not full time wasting tasks)
(8 hrs no matter what or it go to minus in next days)
– yes it can be cheating by half hr on something bla-bla and write 1 hr
– but nothing bigger – because it’s stupid to lie self =)
on today i have “- 29 hrs” (only 2 hr of programming yesterday ^^ add 6 to minus ;))
need remove that minus by extra work XD
p.s And this is Hard - working on some Job and spend 8 hrs much easier, then spend same 8 hrs for own tasks ^^
Rabbit hole seems like a good term, and it also seems to describe what a considerable learning/skill-building opportunity often looks like. I’ve never worked through use of extends/abstract to this degree, and have trouble visualizing such constructions (when inner classes are involved). Should be better at it once out the other end.
@ags1 – I hope you are getting some traction on your interesting problem.