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Core 2 duo or quad core for graphic design work




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  #1  
Old 28th May 2009, 07:44
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for work on photoshop and corel draw
I want to have a computer

which cpu will be better
Intel E8500 Core 2 Duo Processor - 8200/- Indian Rupee - 3.16 GHz
http://www.intel.com/products/proces...e2duo+tab_spec

or

Intel Q6600 Core 2 Quad Processor - 8550/- Indian Rupee - 2.4GHz
http://www.intel.com/products/proces...ifications.htm

I am designing a book so I do dtp work myself - now what is better - high speed dual core or slow quad core

  #2  
Old 28th May 2009, 08:20
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High speed dual core by far. A Phenom X3 720 or E8400/E8500 will destroy the Q6600 as Photoshop is not threaded.

http://www.tomshardware.com/charts/d...-CS-3,826.html
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  #3  
Old 28th May 2009, 10:19
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Quote:
Originally Posted by Carbon View Post
Photoshop is not threaded.
I think CS4 is?

Depends which version you get, if I'm correct that is.

I'll go have a google.


Edit:

Ok, I had a quick look:

It seems that some, not all, but a lot more in CS4 than CS3, filters are multithreaded. (see list below)

I think what I was thinking of though is that it is now capable of GPU acceleration, to stop
Quote:
zooming looking slide-show like
If you use any other CS tools though, like the ones intended for video usage, they do use more multithreading.

Not sure if that affects your reccomendation Carbon?


Credit to mortifiedPenguin on techreports.com for this one.
Quote:
Regular Operations:

Single Threaded:
paint brush
blur/sharpen brush
eraser
dodge/burn/saturate
history brush
defining selection with marquee/lasso/magic wand
slice
crop
typing text
eye dropper
increasing canvas size (trivial operation but seems single threaded)
extract
3d model transformations (Photoshop extended only)

Multi Threaded (uses parts of all cores simultaneously):
heal tool
gradient tool
patch/heal tool preview/overlay
smudge
art history brush (loads primarily one core, but appears to utilize others to some degree)
quick select
moving around selections (moving the "marching ants" around, includes text boxes)
pan
zoom
pen tool
increasing image size (quickly drops to near 0% CPU utlization as it runs out of RAM and starts paging to disk)
decreasing image size (it's similar to increasing size in function but may use a different algorithm, so tested separately)
curves (rendering preview)
levels (rendering preview)
color balance (rendering preview)
Brightness/contrast
changing color mode to indexed
Free transform (some of the subfunctions appear to use predominantly one thread but still use the other cores)
liquify (both in liquify window and in applying final result)
pattern maker (may be RAM limited, usage fluctuates greatly)
vanishing point
black and white (sort of, requires rapid changing of values, otherwise trivial)
photo filter (see black and white)
posterize (see black and white, heavily uses 3 cores, maxes out one)
variations (see black and white)
opening multiple files (low load, but seems multithreaded)
Auto-merge to HDR with automatic alignment (alignment fully threaded, hdr merge partially)
HDR 32-bit to LDR 8-bit conversion (fully threaded)

Filters:

Single Threaded:
paint daubs
Charcoal
texturizer
glowing edges


Multi Threaded (uses parts of all cores simultaneously):
Colored Pencil
Cut out
Dry brush
Film grain
poster edges
water color
grain
torn edges
note paper
chrome
cross hatch
stamp
reticulation
box blur (completely multithreaded, fully uses all cores)
gaussian blur (completely multithreaded)
lens blur (potentially RAM limited, may utilize better with more RAM)
surface blur (completely multithreaded)
smart blur (potentially RAM limited, may utilize better with more RAM)
shape blur (completed multithreaded)
polar coordinates (completely multithreaded)
lens correction
unsharp mask
smart sharpen (heavily uses 3 cores, maxes out one)
noise (needs repeated application to load, otherwise trivial)
glass (heavily uses 3 cores, maxes out one)
zig zag (needs repeated application, otherwise trivial)
clouds (needs repeated application, otherwise trivial)
difference clouds (same as clouds)
Fresco
sharpen edges (needs repeated application to load, otherwise trivial)
plastic wrap
shear (needs repeated application to load, otherwise trivial; heavily uses 3 cores, maxes out one)
high pass (needs repeated application)
maximum
minimum
offseet (needs repeated application)


Potentially multithreaded (hard to tell even under repeated application):
neon glow
Accented edges
patch work
stained glass
Mosaic tiles
Shear
nVidia normal map filter (can only do once, repeated application not possible, appears multithreaded)
ocean ripple
fibers (can only do once, repeated application not possible, appears multithreaded)

Trivial (so fast I can't tell):
mosaic
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  #4  
Old 28th May 2009, 10:58
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Even so clock speed will provide a benefit across the board for everything and a decent compromise is the X3 720. The Q6600 is outdated, even by Intel's scheme.
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