I work with large servers and that's not really the case.
OK I don't really do argumentum ad authoritatem in general, but to be absolutely clear about where I am with this topic, I've worked with "large servers" since 1991, including many from the TOP500, and some that are utterly bizarre and don't do symmetrical multi-processing at all.
I didn't write about heat dissipation (in fact, power consumption) for a reason. Nobody can cancel physics. I.e. either we get few cores 4-8 with high frequency, or many cores 12-24 etc. but with low frequency.
I think you're saying that the limiting factor of performance on a flagship consumer CPU is usually thermal in some way - OK, maybe in some cases. Marketing, yield, and diminishing returns on manufacturing gross margin are also factors. But I don't see what that has to do with how an application consumes threads and cores. The point is
single-core performance is still important for games like ED.
If we disregard efficiency cores and assume symmetrical processing (which isn't true either, because all the performance parts are effectively MCM now, and don't have symmetric cache either):
- a six core CPU with two cores pegged at 100% utilisation will show 16.66% overall utilisation
- an eight core CPU with two cores pegged at 100% utilisation will show 12.5% utilisation.
And if those two parts were sold with "the same peak performance" then for any physics game, the six core part will slightly outperform the eight core part, because there are only two threads which can stay busy enough to saturate a core.
And we have efficiency cores in the mix now too, because of this. BECAUSE you cannot usually split a retail consumer-grade workload (and definitely not most games) over six or eight cores evenly, it makes sense to give those customers some large cores, to deal with the hungry threads, and some small cores, to deal with the multitasking nonsense in the background.
And all of those play so many tunes on adaptive clock speed, and work differently between different silicon vendors. Parts of the ARM architecture are very very close to a clockless design.
You can't even say that "load up all six core to 100% and it will get right up to peak design temperature" because in practice one or two cores will get slightly hotter due to differences in packaging and a bit of manufacturing RNG thrown in too.
Yes, processing information generates heat. Thank you Claude Shannon, who figured that out before we even had CPUs.