CPU Hyperthreading support?

I am plauing WatchDogs Legion at 40FPS at nearly 4K resolution (1800p) on ultra settings. How is that it is not suited for that? :D
Nice one, you're not getting 40fps avg at 1800p with an RX 570, especially the 4Gb model, that card can't even push 25fps average on Watchdogs legion with the Ultra preset at 1080p.
 
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PS
By the way, even without the GPU as the bottleneck, gaming performance between i5 and i7 isn't that different IIRC.
I saw a tangible increase in the double digits on high settings when I switched from i5 6600k to i7 6700k back in the day. Horizons knows how to utilise cores and threads. Odyssey not so much... ;)
 
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I saw a tangible increase in the double digits on high settings when I switched from i5 6600k to i7 6700k back in the day. Horizons knows how to utilise cores and threads. Odyssey not so much... ;)
As I said, many games didn't benefit much from it:


Not even 1 FPS in Tomb Raider and Metro...

PS
By the way, you can nicely see the GPU bottleneck in these benchmarks, if you switch to the 720p results the difference becomes much bigger.
 
Nice one, you're not getting 40fps avg at 1800p with an RX 570, especially the 4Gb model, that card can't even push 25fps average on Watchdogs legion with the Ultra preset at 1080p.
Question is what is it for me if i will show you?
 
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I am interested myself i will try 1080p on WatchDogs Legion when i will be at home. Because i never play games lower than 1440p on my RX570. never!
1080p on my 55inch 4K display looks terrible. i would never buy card for 1080p gaming on that display. :D

But let's do not forget topic.
I am interested why CPU uses only 20% on settlements while 100% GPU looking to ground.
Well GPU is always at 100% except when looking to sky/stars. But it is defenitely not a bottleneck to VGA card.
So i don't understand why there is minimum and recommended CPUs for Odyssey.
This game just does not use CPU at all. As we know if CPU is not enough for the game it is always at 100% usage on any VGA card.
Also graphics is so outdated and there are tiny count of polygons for VGA card to process.
What takes so much video resources in this game?

Actually i know the answer myself already. There is something wrong with shadows happening.
I tested all kinds of options and there are dramatic FPS changes. We just can't disable shadow processing completely.
But if we could... i am 100% sure without shadows this game will run perfectly even on patato.

Something is wrong with shadow calculations... overlaping.. distances.. sizes... idk.
 
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Take a look at the Shadows_Low section in GraphicsConfiguration.xml (Odyssey game folder).

You can't edit this file (it's protected by the game) but you can edit GraphicsConfigurationOverride.xml in C:\Users\YOUR NAME\AppData\Local\Frontier Developments\Elite Dangerous\Options\Graphics

As an example, the former file contains this section for Low directional shadows:

<Shadows_Low>
<Profile_General>
<SliceSize>1024</SliceSize>
<NumFrustums>2</NumFrustums>
<FilterQuality>3</FilterQuality>
<Fade>0.01</Fade>
<AdaptiveCascades>false</AdaptiveCascades>
<FrustumCockpit>
<DepthBias>0.0001</DepthBias>
<DepthSlopeBias>1.5</DepthSlopeBias>
</FrustumCockpit>
<Frustum0>
<EndDistance>200.000000</EndDistance>
<ShaderBias>0.0002</ShaderBias>
<ShaderSlopeBias>0.0002</ShaderSlopeBias>
<DepthBias>0.001</DepthBias>
<DepthSlopeBias>1.5</DepthSlopeBias>
<FilterKernelSize>2.5</FilterKernelSize>
</Frustum0>
<Frustum1>
<EndDistance>2100.000000</EndDistance>
<ShaderBias>0.0004</ShaderBias>
<ShaderSlopeBias>0.004</ShaderSlopeBias>
<DepthBias>0.001</DepthBias>
<DepthSlopeBias>1.5</DepthSlopeBias>
<FilterKernelSize>1.000000</FilterKernelSize>
</Frustum1>
</Profile_General>
<Profile_PlanetApproach>
<SliceSize>1024</SliceSize>
<NumFrustums>2</NumFrustums>
<FilterQuality>3</FilterQuality>
<AdaptiveCascades>false</AdaptiveCascades>
<CrossFadeCascades>true</CrossFadeCascades>
<LastCrossFadeCascadesDistance>300.0</LastCrossFadeCascadesDistance>
<NearClipBias>1.0</NearClipBias>
<AltitudeAdaptation>
<MinElevation>85.0</MinElevation>
<MaxElevation>600.0</MaxElevation>
<Scale>10.0</Scale>
<FirstCascadeScalingAmount>0.125</FirstCascadeScalingAmount>
</AltitudeAdaptation>
<FrustumCockpit>
<DepthBias>0.0001</DepthBias>
<DepthSlopeBias>1.5</DepthSlopeBias>
</FrustumCockpit>
<Frustum0>
<EndDistance>50.000000</EndDistance>
<ShaderBias>0.0002</ShaderBias>
<ShaderSlopeBias>0.0002</ShaderSlopeBias>
<DepthBias>0.001</DepthBias>
<DepthSlopeBias>1.5</DepthSlopeBias>
<FilterKernelSize>1.000000</FilterKernelSize>
</Frustum0>
<Frustum1>
<EndDistance>85.000000</EndDistance>
<ShaderBias>0.0004</ShaderBias>
<ShaderSlopeBias>0.004</ShaderSlopeBias>
<DepthBias>0.001</DepthBias>
<DepthSlopeBias>1.5</DepthSlopeBias>
<FilterKernelSize>1.000000</FilterKernelSize>
</Frustum1>
</Profile_PlanetApproach>
<Profile_PlanetSurface>
<SliceSize>1024</SliceSize>
<NumFrustums>2</NumFrustums>
<FilterQuality>3</FilterQuality>
<AdaptiveCascades>false</AdaptiveCascades>
<NearClipBias>1.0</NearClipBias>
<FrustumZeroCanBeOverridden>0</FrustumZeroCanBeOverridden>
<FrustumCockpit>
<DepthBias>0.0001</DepthBias>
<DepthSlopeBias>1.5</DepthSlopeBias>
</FrustumCockpit>
<Frustum0>
<EndDistance>75.000000</EndDistance>
<ShaderBias>0.0002</ShaderBias>
<ShaderSlopeBias>0.0002</ShaderSlopeBias>
<DepthBias>0.0001</DepthBias>
<DepthSlopeBias>1.5</DepthSlopeBias>
<FilterKernelSize>1.000000</FilterKernelSize>
</Frustum0>
<Frustum1>
<EndDistance>535.000000</EndDistance>
<ShaderBias>0.0004</ShaderBias>
<ShaderSlopeBias>0.004</ShaderSlopeBias>
<DepthBias>0.001</DepthBias>
<DepthSlopeBias>1.5</DepthSlopeBias>
<FilterKernelSize>1.000000</FilterKernelSize>
</Frustum1>
</Profile_PlanetSurface>
<Profile_StationInterior>
<SliceSize>1024</SliceSize>
<NumFrustums>1</NumFrustums>
<FilterQuality>3</FilterQuality>
<Fade>0.01</Fade>
<AdaptiveCascades>false</AdaptiveCascades>
<FrustumCockpit>
<DepthBias>0.001</DepthBias>
<DepthSlopeBias>1.5</DepthSlopeBias>
</FrustumCockpit>
<Frustum0>
<EndDistance>1470.000000</EndDistance>
<ShaderBias>0.0004</ShaderBias>
<ShaderSlopeBias>0.004</ShaderSlopeBias>
<DepthBias>0.001</DepthBias>
<DepthSlopeBias>1.5</DepthSlopeBias>
<FilterKernelSize>1.000000</FilterKernelSize>
</Frustum0>
</Profile_StationInterior>
<Profile_AsteroidField>
<SliceSize>1024</SliceSize>
<NumFrustums>2</NumFrustums>
<FilterQuality>3</FilterQuality>
<AdaptiveCascades>false</AdaptiveCascades>
<FrustumCockpit>
<DepthBias>0.0001</DepthBias>
<DepthSlopeBias>1.5</DepthSlopeBias>
</FrustumCockpit>
<Frustum0>
<EndDistance>150.000000</EndDistance>
<ShaderBias>0.0002</ShaderBias>
<ShaderSlopeBias>0.0002</ShaderSlopeBias>
<DepthBias>0.001</DepthBias>
<DepthSlopeBias>1.5</DepthSlopeBias>
<FilterKernelSize>1.000000</FilterKernelSize>
</Frustum0>
<Frustum1>
<EndDistance>510.000000</EndDistance>
<ShaderBias>0.0004</ShaderBias>
<ShaderSlopeBias>0.004</ShaderSlopeBias>
<DepthBias>0.001</DepthBias>
<DepthSlopeBias>1.5</DepthSlopeBias>
<FilterKernelSize>1.000000</FilterKernelSize>
</Frustum1>
</Profile_AsteroidField>
</Shadows_Low>

So what happens if someone takes these values, reduces many of them, and pastes the result into the overrides file? All you'd have to do is compare Low - Med - High and Ultra, and work out which direction the values go to increase fidelity, and which lower it and thus increase frame rates.

It's not just shadows, there are many other defaults which only have low to high or ultra, where Low could potentially be edited to speed things up a bit.
 
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Take a look at the Shadows_Low section in GraphicsConfiguration.xml (Odyssey game folder).

You can't edit this file (it's protected by the game) but you can edit GraphicsConfigurationOverride.xml in C:\Users\YOUR NAME\AppData\Local\Frontier Developments\Elite Dangerous\Options\Graphics

As an example, the former file contains this section for Low directional shadows:

<Shadows_Low>
<Profile_General>
<SliceSize>1024</SliceSize>
<NumFrustums>2</NumFrustums>
<FilterQuality>3</FilterQuality>
<Fade>0.01</Fade>
<AdaptiveCascades>false</AdaptiveCascades>
<FrustumCockpit>
<DepthBias>0.0001</DepthBias>
<DepthSlopeBias>1.5</DepthSlopeBias>
</FrustumCockpit>
<Frustum0>
<EndDistance>200.000000</EndDistance>
<ShaderBias>0.0002</ShaderBias>
<ShaderSlopeBias>0.0002</ShaderSlopeBias>
<DepthBias>0.001</DepthBias>
<DepthSlopeBias>1.5</DepthSlopeBias>
<FilterKernelSize>2.5</FilterKernelSize>
</Frustum0>
<Frustum1>
<EndDistance>2100.000000</EndDistance>
<ShaderBias>0.0004</ShaderBias>
<ShaderSlopeBias>0.004</ShaderSlopeBias>
<DepthBias>0.001</DepthBias>
<DepthSlopeBias>1.5</DepthSlopeBias>
<FilterKernelSize>1.000000</FilterKernelSize>
</Frustum1>
</Profile_General>
<Profile_PlanetApproach>
<SliceSize>1024</SliceSize>
<NumFrustums>2</NumFrustums>
<FilterQuality>3</FilterQuality>
<AdaptiveCascades>false</AdaptiveCascades>
<CrossFadeCascades>true</CrossFadeCascades>
<LastCrossFadeCascadesDistance>300.0</LastCrossFadeCascadesDistance>
<NearClipBias>1.0</NearClipBias>
<AltitudeAdaptation>
<MinElevation>85.0</MinElevation>
<MaxElevation>600.0</MaxElevation>
<Scale>10.0</Scale>
<FirstCascadeScalingAmount>0.125</FirstCascadeScalingAmount>
</AltitudeAdaptation>
<FrustumCockpit>
<DepthBias>0.0001</DepthBias>
<DepthSlopeBias>1.5</DepthSlopeBias>
</FrustumCockpit>
<Frustum0>
<EndDistance>50.000000</EndDistance>
<ShaderBias>0.0002</ShaderBias>
<ShaderSlopeBias>0.0002</ShaderSlopeBias>
<DepthBias>0.001</DepthBias>
<DepthSlopeBias>1.5</DepthSlopeBias>
<FilterKernelSize>1.000000</FilterKernelSize>
</Frustum0>
<Frustum1>
<EndDistance>85.000000</EndDistance>
<ShaderBias>0.0004</ShaderBias>
<ShaderSlopeBias>0.004</ShaderSlopeBias>
<DepthBias>0.001</DepthBias>
<DepthSlopeBias>1.5</DepthSlopeBias>
<FilterKernelSize>1.000000</FilterKernelSize>
</Frustum1>
</Profile_PlanetApproach>
<Profile_PlanetSurface>
<SliceSize>1024</SliceSize>
<NumFrustums>2</NumFrustums>
<FilterQuality>3</FilterQuality>
<AdaptiveCascades>false</AdaptiveCascades>
<NearClipBias>1.0</NearClipBias>
<FrustumZeroCanBeOverridden>0</FrustumZeroCanBeOverridden>
<FrustumCockpit>
<DepthBias>0.0001</DepthBias>
<DepthSlopeBias>1.5</DepthSlopeBias>
</FrustumCockpit>
<Frustum0>
<EndDistance>75.000000</EndDistance>
<ShaderBias>0.0002</ShaderBias>
<ShaderSlopeBias>0.0002</ShaderSlopeBias>
<DepthBias>0.0001</DepthBias>
<DepthSlopeBias>1.5</DepthSlopeBias>
<FilterKernelSize>1.000000</FilterKernelSize>
</Frustum0>
<Frustum1>
<EndDistance>535.000000</EndDistance>
<ShaderBias>0.0004</ShaderBias>
<ShaderSlopeBias>0.004</ShaderSlopeBias>
<DepthBias>0.001</DepthBias>
<DepthSlopeBias>1.5</DepthSlopeBias>
<FilterKernelSize>1.000000</FilterKernelSize>
</Frustum1>
</Profile_PlanetSurface>
<Profile_StationInterior>
<SliceSize>1024</SliceSize>
<NumFrustums>1</NumFrustums>
<FilterQuality>3</FilterQuality>
<Fade>0.01</Fade>
<AdaptiveCascades>false</AdaptiveCascades>
<FrustumCockpit>
<DepthBias>0.001</DepthBias>
<DepthSlopeBias>1.5</DepthSlopeBias>
</FrustumCockpit>
<Frustum0>
<EndDistance>1470.000000</EndDistance>
<ShaderBias>0.0004</ShaderBias>
<ShaderSlopeBias>0.004</ShaderSlopeBias>
<DepthBias>0.001</DepthBias>
<DepthSlopeBias>1.5</DepthSlopeBias>
<FilterKernelSize>1.000000</FilterKernelSize>
</Frustum0>
</Profile_StationInterior>
<Profile_AsteroidField>
<SliceSize>1024</SliceSize>
<NumFrustums>2</NumFrustums>
<FilterQuality>3</FilterQuality>
<AdaptiveCascades>false</AdaptiveCascades>
<FrustumCockpit>
<DepthBias>0.0001</DepthBias>
<DepthSlopeBias>1.5</DepthSlopeBias>
</FrustumCockpit>
<Frustum0>
<EndDistance>150.000000</EndDistance>
<ShaderBias>0.0002</ShaderBias>
<ShaderSlopeBias>0.0002</ShaderSlopeBias>
<DepthBias>0.001</DepthBias>
<DepthSlopeBias>1.5</DepthSlopeBias>
<FilterKernelSize>1.000000</FilterKernelSize>
</Frustum0>
<Frustum1>
<EndDistance>510.000000</EndDistance>
<ShaderBias>0.0004</ShaderBias>
<ShaderSlopeBias>0.004</ShaderSlopeBias>
<DepthBias>0.001</DepthBias>
<DepthSlopeBias>1.5</DepthSlopeBias>
<FilterKernelSize>1.000000</FilterKernelSize>
</Frustum1>
</Profile_AsteroidField>
</Shadows_Low>

So what happens if someone takes these values, reduces many of them, and pastes the result into the overrides file? All you'd have to do is compare Low - Med - High and Ultra, and work out which direction the values go to increase fidelity, and which lower it and thus increase frame rates.

It's not just shadows, there are many other defaults which only have low to high or ultra, where Low could potentially be edited to speed things up a bit.
I know about this file it does nothing. Shadows are processed somehow behind this.
Maybe you are right there is something else but that file does not help in any way.
 
I know about this file it does nothing. Shadows are processed somehow behind this.
Maybe you are right there is something else but that file does not help in any way.

About to do some testing. There's a section for station interiors, so I'll do some edits on that bit.
 
Just examining the shadows section for station interiors (only) and the four items in grey are the only difference between Low and Ultra shadows.

In fact, Slicesize is the only value that changes by much, so I'll give slicesize 512 or 256 a shot.


1634289815627.png
 
Okay, I tried slicesize 256 first. Before and after shots in the same concourse below.

The frame rate may have improved because I restarted the game, but it's a substantial jump.


20211015171554_1.jpg
20211015172837_1.jpg


Edit - I removed the graphics overrides and restarted, and the frame rate dropped back to 42-44.
 
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There is something wrong with code what processes these options itself. maybe it goes in to loops or maybe it includes something else inside that is causing problems.
It is necessary to remove shadows completely from the source to understand . And we can't do this. It is possible only by devs.
You can set everything to zero or very low and you will still see shadows and same performance.
There are maybe even more shadow types than we see in this config file and graphics options.
Also we dont know how lighting is set up. Maybe it is even lighting not shadows but shadows seems to have dramatic performance impact.
 
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This is the GraphicsConfigurationOverride.xml file I'm using right now. Each time I made a change I exited to desktop, reloaded the game, switched Directional Shadows to Medium, applied, then switched Directional Shadows to Low, applied, and only then started the game.

<?xml version="1.0" encoding="UTF-8" ?>
<GraphicsConfig>
<ParticleEffects>
<Low>
<LightAtlasResolution>256</LightAtlasResolution>
</Low>
</ParticleEffects>
<Volumetrics>
<Low>
<StepsPerPixel>128</StepsPerPixel>
<BlurSamples>2</BlurSamples>
<TwoPassBlur>true</TwoPassBlur>
</Low>
<Volumetrics>
<SpotShadows_Low>
<NumCacheShadows>1</NumCacheShadows>
<NumSpotShadows>0</NumSpotShadows>
<CacheShadowAtlasSize>3072</CacheShadowAtlasSize>
<CacheShadowSize>256</CacheShadowSize>
<SpotFilterQuality>1</SpotFilterQuality>
</SpotShadows_Low>
<Shadows_Low>
<Profile_General>
<SliceSize>256</SliceSize>
<FilterQuality>2</FilterQuality>
</Profile_General>
<Profile_PlanetSurface>
<Frustum0>
<EndDistance>75.000000</EndDistance>
<ShaderBias>0.0002</ShaderBias>
<ShaderSlopeBias>0.0002</ShaderSlopeBias>
<DepthBias>0.0001</DepthBias>
<DepthSlopeBias>1.5</DepthSlopeBias>
<FilterKernelSize>1.000000</FilterKernelSize>
</Frustum0>
<Frustum1>
<EndDistance>535.000000</EndDistance>
<ShaderBias>0.0003</ShaderBias>
<ShaderSlopeBias>0.0003</ShaderSlopeBias>
<DepthBias>0.0003</DepthBias>
<DepthSlopeBias>1.5</DepthSlopeBias>
<FilterKernelSize>1.000000</FilterKernelSize>
</Frustum1>
<SliceSize>256</SliceSize>
<FilterQuality>2</FilterQuality>
<CrossFadeCascades>false</CrossFadeCascades>
</Profile_PlanetSurface>
<Profile_StationInterior>
<SliceSize>256</SliceSize>
<FilterQuality>2</FilterQuality>
<CrossFadeCascades>false</CrossFadeCascades>
<Frustum0>
<EndDistance>1470.000000</EndDistance>
<ShaderBias>0.0004</ShaderBias>
<ShaderSlopeBias>0.0004</ShaderSlopeBias>
<DepthBias>0.001</DepthBias>
<DepthSlopeBias>1.5</DepthSlopeBias>
<FilterKernelSize>1.000000</FilterKernelSize>
</Frustum0>
</Profile_StationInterior>
</Shadows_Low>
</GraphicsConfig>
 
I just replaced my i5-7600k (4 cores / 4 threads / 3.8 - 4.2 ghz) by an i7-7700k (4 cores / 8 threads / 4.2 - 4.5 ghz).
I have a 1080ti GPU.

After that I obtained 20% extra FPS in Odyssey on-foot on average. My game runs now at ~50FPS in 1080p / high quality. Before it was only ~40FPS ...

I found out that before my CPU was 100% load VS GPU only 60%. So the CPU was the bottleneck.
Now I got CPU ~70% load VS GPU ~100%, which is great.

Note : I couldn't get better than the 7700k because it's the fastest CPU compatible with my old motherboard LGA1151 (Kaby Lake)

i5-7600k

i7-7700k
 
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Is Odyssey supporting Hyperthreading technology in CPU?
Well i have i5-3470 and i am going to change CPU to i7-3770.
Will i benefit from that?
I replaced my i5-3350P with Xeon E3 1240 (i7 2600, 4 cores/8 threads, 3.3-3.7 GHz). The FPS did not increase by much (I'm talking about worst-case scenario, ground settlements where you get around 20 FPS), but the CPU load dropped in these scenes from 80-90% to ~60%. So, there is some reserve for CPU utilization. However, I still get not 100% of GPU usage on my RX 570, so the game optimization is still not good. When I asked the support of that, they gave me a formal answer - your PC does not meet minimum requirements. Let's hope future updates will help.
 
UEFI in and of itself didn't do anything to improve OCing and early UEFI implementations weren't very pleasant to work with, in my experience.

The era of jumper OCs was probably the easiest, mostly by virtue of having the fewest meaningful options to tune and test. Before that OCing involved swapping out oscillators with a soldering iron, and after that the number of settings to configure ballooned.



I know.

If the OP doesn't have a the replacement CPU yet, they should shoot for a 3770K, if practical, even if they aren't OCing. It's clocked significantly higher out of the box and has the potential to be OCed appreciably if the OP decides to dabble in that.



Comet Lake is not remotely comparable to Ivy Bridge in terms of overclocking potential.

Intel's fabrication issues and resurgent competition from AMD for the several years has caused them to bin and clock their parts much more aggressively than in the past. The 10900K is the fastest part of it's architectural generation and the highest clocked part ever made on Intel's 14nm+++ process. It has almost no headroom, as that MSI article shows.

The 3770K, while occupying a similar segment, was many generations earlier, during a period where there was almost no competition from AMD. A typical 3770K sample is good for ~15% more performance from OCing, without needing much in the way of fancy support hardware.

Some other parts can OC much more. For example, in semi-recent memory, I had more than one Pentium E2140 that took 100%+ OCs, with a corresponding increase in CPU performance, on $70 motherboards, completely stable on surplus Intel boxed coolers for a slightly higher-end Core 2 parts. All of my Xeon X33xx, i7-920, 970s, X56xx, 2600K, 3930K, 4930K, 5820K, and 6800K samples all took 20% or greater (often much greater) OCs, as did most of my later A64s, Opterons, and mid-range FX parts.

Even for newer parts with negligible core clock headroom, there are often gains to be had from overclocking uncore, memory controllers, various interconnects, and system memory. My modern (AM4) systems, with generally marginal room for manual CPU OCing, are still noticeably slower if you pop into the firmware setup and load 'optimized defaults', or tell them to just use XMP settings for the memory.



Even the non-K parts can have their top turbo multiplier applied to all cores on many boards. Of course, this is not going to help apps bottlenecked by only one or two intensive threads.
I'm just saying that overcocking became easier with the more user friendly UEFI.
 
I replaced my i5-3350P with Xeon E3 1240 (i7 2600, 4 cores/8 threads, 3.3-3.7 GHz). The FPS did not increase by much (I'm talking about worst-case scenario, ground settlements where you get around 20 FPS), but the CPU load dropped in these scenes from 80-90% to ~60%. So, there is some reserve for CPU utilization. However, I still get not 100% of GPU usage on my RX 570, so the game optimization is still not good. When I asked the support of that, they gave me a formal answer - your PC does not meet minimum requirements. Let's hope future updates will help.

Those two CPUs have almost identical lightly threaded performance and EDO is primary limited by one or two threads at a time.

I'm just saying that overcocking became easier with the more user friendly UEFI.

Fair enough, though there are enough excepts to the user-friendliness of modern UEFIs (Gigabyte is pretty bad, currently) that I sometimes long for an old blue Award BIOS setup screen.
 
Those two CPUs have almost identical lightly threaded performance and EDO is primary limited by one or two threads at a time.
Do you mean single-core performance? Because in multi-threaded performance there is a 50% boost of 4c/8t CPU. And ED:O does use more threads - I can see it in my task manager
 
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