Hard to say. Not many multithreaded programs actually manage core affinity: they make a thread ready to run, and the next available core runs it. To keep eight cores busy enough that the game will perform better with eight cores than with four, you need to have 5 to 7 (or more) compute-bound threads working.
Before DX11 and Mantle, there wasn't support for multiple threads communicating with the GPU (OpenGL experts will correct me if I'm wrong, but I think OpenGL is still restricted to drawing from one thread at a time). DX11 and Mantle provide multiple thread-parallel contexts on the GPU, allowing more than one thread to send rendering commands to the GPU. This means, for example, you can render background, foreground, actors, and lighting from different threads and let the driver and the GPU integrate them.
This opens up a lot more potential for generating enough multithreaded load to keep 8-bogocore or 8-real-core CPUs fully occupied. Whether the game will take advantage of that is a question only the engine developers could answer directly.
Before DX11 and Mantle, there wasn't support for multiple threads communicating with the GPU (OpenGL experts will correct me if I'm wrong, but I think OpenGL is still restricted to drawing from one thread at a time). DX11 and Mantle provide multiple thread-parallel contexts on the GPU, allowing more than one thread to send rendering commands to the GPU. This means, for example, you can render background, foreground, actors, and lighting from different threads and let the driver and the GPU integrate them.
This opens up a lot more potential for generating enough multithreaded load to keep 8-bogocore or 8-real-core CPUs fully occupied. Whether the game will take advantage of that is a question only the engine developers could answer directly.
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