I mean at 64 cores if your threads require communicating between each other enough for this to be an issue you probably didn't multithread the right way anyway
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That assumes that you don't have any difficult problems in the threading, though, which is often true for games but not necessarily always true for other things (compilers, databases, etc.)
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this kind of stuff is really cool and I appreciate everyone thinking about these things!
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According to the link the numbers are in nanoseconds. 100 nanoseconds is 0.0001 milliseconds. So my question is, in what context would this level of latency be a practical concern, and how could it be addressed?
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Are there even ways to actually take advantage of these kinds of layouts in high-level languages (C#, Java)?
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Yes, you can set thread affinity (to specific core(s)) for managed-language threads just as for native threads.
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Hypercube ipc topology is back?
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Wow, some things I wouldn't have imagined. I would have thought near-core communication would always be fairly consistent but core-31 communicating to core-32 takes a big hit. Fascinating seeing the 8-core groupings too.
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I wonder how to implement this in a CPU-independent way: bool IsPreferredPair(ThreadID a, ThreadID b); Would you need a CPUID function to see if cores are in separate groups? Maybe this would always return true on ARM unless the next Mac Pro has this distance issue too.
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There are various attempts on OSes already.https://docs.microsoft.com/en-us/windows/win32/procthread/multiple-processors …
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