So that was Chrome, an app that is designed to be multi-threaded, what about other apps? I ran some tests on other apps and briefly this is what I discovered:
Gmail – On a quad-core phone the core usage was evenly split between 2 and 4 cores.
However average core utilization never went above 50% which is to be expected as this is a relatively light app.
On an octa-core processor the core usage bounced between 4 and 8 cores, but with a much lower average core utilization of less than 35%.
YouTube – On a quad-core phone only 2 cores were used,and on average at less than 50% utilization.
On an octa-core phone YouTube mainly used 4 cores with the occasional spike to 6, and drop to 3.
However the average core utilization was just 30%.
Interestingly the scheduler heavily favored the big cores and the LITTLE cores were hardly used.
Riptide GP2 – On a phone with a quad-core Qualcomm processor this game used two cores most of the time with the other two cores doing very little.
However on an phone with an octa-core processor, between six and seven cores where used consistently, however most of the work was done by just three of those cores.
Templerun 2 – This game probably exhibits the single-threaded problem more than the other apps I tested.
On an octa-core phone the game used between 4 and 5 cores consistently and peaked at 7 cores.
However really only one core was doing all the hard work.
On a quad-core Qualcomm Snapdragon 801 phone, two cores shared the work fairly evenly, and two cores did very little. On a quad-core MediaTek phone all four cores shared the workload.
This highlights how a different scheduler and different core designs can drastically alter the way the CPU is used.
Here is a selection of graphs for you to peruse.
I have included a graph showing the octa-core phone idle, as a base reference:
So that was Chrome, an app that is designed to be multi-threaded, what about other apps? I ran some tests on other apps and briefly this is what I discovered:Gmail – On a quad-core phone the core usage was evenly split between 2 and 4 cores. However average core utilization never went above 50% which is to be expected as this is a relatively light app. On an octa-core processor the core usage bounced between 4 and 8 cores, but with a much lower average core utilization of less than 35%.YouTube – On a quad-core phone only 2 cores were used,and on average at less than 50% utilization.On an octa-core phone YouTube mainly used 4 cores with the occasional spike to 6, and drop to 3.However the average core utilization was just 30%. Interestingly the scheduler heavily favored the big cores and the LITTLE cores were hardly used.Riptide GP2 – On a phone with a quad-core Qualcomm processor this game used two cores most of the time with the other two cores doing very little. However on an phone with an octa-core processor, between six and seven cores where used consistently, however most of the work was done by just three of those cores.Templerun 2 – This game probably exhibits the single-threaded problem more than the other apps I tested. On an octa-core phone the game used between 4 and 5 cores consistently and peaked at 7 cores. However really only one core was doing all the hard work. On a quad-core Qualcomm Snapdragon 801 phone, two cores shared the work fairly evenly, and two cores did very little. On a quad-core MediaTek phone all four cores shared the workload. This highlights how a different scheduler and different core designs can drastically alter the way the CPU is used.Here is a selection of graphs for you to peruse. I have included a graph showing the octa-core phone idle, as a base reference:
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