Why unity hardware stats are on a decline?

Just checked the unity hardware stats. It shows a decline in cpu and gpu stats in the past year.



What is going on? How 2 thread CPUs are getting more share in editor stats? It doesn’t make any sense. Are these dual core CPUs even on sale now in late 2017? Also the GPU stats are going down also with SM4.x taking momentum against SM5.0. How is it possible? People are defying technology all of a sudden?

BTW what’s with the forum? It takse forever to load a page. I’m using the latest version of google chrome. I just typed this post in notepad and pasted in. Looks like the world is collapsing!!!

Increased usage in parts of the world with typically lower hardware stats, I assume.

–Eric

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Yes. You can purchase used CPUs for a fraction of their original cost. You can purchase Core 2 Duos as cheap as a few dollars (below is one for $3), but once you step into higher core counts the used hardware prices tend to go up fast.

https://starmicroinc.net/intel-core-2-duo-e6550-2-33ghz-oem-cpu-sla9x-hh80557pj0534mg/

That said I know the real question you were asking was whether dual cores were still being manufactured and sold, and the answer to that question is an affirmative. Intel is the culprit here. They’ve been sitting on low core counts for several years now when they could have easily brought out significantly higher cores.

AMD is having a major impact on Intel by bringing out six- and eight-core chips for the cost of a normal quad-core from Intel, but it will take time before you see high core counts as widespread as duals and quads are now.

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Game dev is moving away from techy super nerds and becoming a pastime of regular nerds.

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Even then it’s hardly like it’s been “necessary,” developers still aren’t using 4 cores effectively and that’s been the midrange standard for years.

Or is that a case of people naturally limiting themselves based on the bottom line? Given some of the headaches of incorporating multi-threaded support into a program, I’m not sure about that…

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It’s a bit of both. Some tasks, with productivity ones being the prime example, benefit massively from higher core counts while other tasks do not. That said just because a game doesn’t benefit massively from high core counts doesn’t mean the gamer isn’t seeing a benefit.

One of the examples showcased by AMD prior to and during the launch of Ryzen was streaming gameplay from the same computer the game was being played on. In the past many streamers would actually have a secondary computer because their main computer couldn’t handle both tasks adequately even with Intel’s more expensive chips.

AMD’s Ryzen processors though were shown to be completely smooth with both tasks taking place on the same machine.

http://www.gamersnexus.net/guides/2993-amd-1700-vs-intel-7700k-for-game-streaming

By the way, and this goes in line with the conversation we had a few days back about SSDs, there are some tasks that cannot benefit from high core counts unless you keep the data for them on very high performance devices. Just searching for 4K video editing at relatively low frame rates (24 FPS) suggests bandwidth requirements are pretty steep.

https://en.wikipedia.org/wiki/Uncompressed_video
https://www.bhphotovideo.com/explora/video/tips-and-solutions/hard-drive-solutions-video-editing-studios

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That’s really amazing to see- the first PC I bought myself used a very similar chip, being sold on there for just $8. Really puts in perspective how quick the value of these things drops.

Many new laptops like the Surface book come with dual core CPUs.

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Possibly even an increase in proliferation of people using the Linux version of the editor on lower spec CPUs. There are lots of potential factors. Another could be users running the editor on a VM that has only been granted two CPU cores. It’s really hard to tell.

It’d be useful if those graphs showed total numbers as well as percentages. Then we could see if it was a matter of high spec machines dropping off, or low spec machines growing their proportion amongst newcomers.

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