I'm not disagreeing with you that the user might be confused by seeing the number in MHz. Clearly, you and Bob are
You're also right that there are many ways to achieve a specific MHz number by adding those up, and not all of those ways are equal. Maybe I can just hide the numbers when there's not enough game instances to really tax the CPU, or when they're trying custom CPU Strategies, so they don't try wonky things to try to meet some minimum number of MHz or think one instance of WoW is going to go many times faster by adding more cores that have no other load.
if they have two 4-core CPUs in a dual-CPU system, each running at 4GHz, that they somehow now have 8GHz at their disposal. This is, of course, untrue and they just have 8 cores running at 4GHz each.
Hz is defined as "cycles per second". If you have 2 4-core CPUs and all of those CPUs are running 4GHz, they literally have 8x4000MHz of processing time (assuming these are all real cores etc etc, yes guys), which is
way more than 8GHz. This is why they add CPUs and cores, because they add to the amount of processing you can do in a second (which again can be counted in Hz; if I get 25% of a 4GHz core you can say I get about 1GHz of processing power, and this means that I am getting about 1,000,000,000 cycles per second from the CPU core). They don't just cram as much power onto one core as possible anymore because simultaneous multi-thread execution is f'ing awesome.
I think what you mean to say is that if you put one instance of WoW on this 2x4 4GHz, which REALLY DOES have 32,000MHz at its disposal (you know those supercomputers they count in petaflops? floating point operations per second. they add the numbers from many cores together, this is absolutely the same concept as Hz), that WoW is
not going to go 8 times faster than it would on 1 core running 4GHz. This is absolutely true! ... but not for the reason I think you're trying to describe. The game is just not designed to take full advantage of that; it will be heavily dependent on one or perhaps two threads, and it will yield the CPU to wait on other things -- the CPU in question is not going to be taxed by this 1 instance of WoW, and pretty much only for these reasons. But for example if you were to look at a CPU bitcoin miner instead (just for the sake of example, not because you actually want to run a CPU bitcoin miner when you have these sweet GPUs), it can use each core to process hashes at roughly the same rate. It can do about 4 times faster with 4 cores than with 1 core, and about 8 times faster with 8 cores than 1 core. WoW would need a redesign of its threading model in order to achieve the same benefit, and even then the GPU is still an issue. Likewise, if the bitcoin miner were to put 2 mining threads on 1 core, now each of those threads can only reasonably expect 2GHz of a 4GHz core.
I highly doubt you could actually play the game with a CPU which only had 200MHz at its disposal.
There is nothing magic about the MHz that is going to prevent you from trying, or begin to allow you to try, to play the game, it's just going to go slower, because it has less processing power per second. They SHOULD be making a minimum CPU speed recommendation based on the number of cycles their product is expected to use, but the reality these days is that the minimum is usually architecture rather than speed. I mean, purely speed-wise you could still play this shit on an Athlon XP, but then you don't even have SSE2. The game might not be playable on that architecture because it may be compiled to require SSE2 (pretty reasonable). So they end up picking a real chip for people to compare to. Otherwise the only reason your statement is probably true is because if you find a 200MHz CPU these days it's probably not x86 or x64, and WoW is built for x86 and x64.
The more instances of WoW (or another game) you're running, the more similar it becomes to the simple bitcoin miner example, simply because the CPU should be completely taxed... If you're running 100 instances of WoW, what percentage of CPU time do you think each one is likely to get? Probably about 1%. Which means that if you take an average second, 1% of the cycles is probably applied to each instance. On a 1-core 4GHz CPU, that is 40MHz. That is super slow, and each instance is very likely to get less than 1 FPS. I'm not using any crazy math there...
Or, another example that I thought of while writing this reply, was that if you were driving an 8-cylinder vehicle and doing 160MPH, that each cylinder would be accounting for 20MPH. This example sounds crazy to me, but this is where I'm coming from and how I'm viewing this CPU MHz topic.
You don't count engine output in MPH, you would count it in HP and/or torque, and each cylinder accounts for some portion of the power output due to accounting for a portion of the displacement. If you shut off half of your cylinders you're going to lose that half of your power output, but this isn't the same as saying you could only go 80MPH instead of 160MPH (noting that in the bitcoin mining example, this is almost exactly what would happen by shutting off half the cores). Here on Earth, pushing a vehicle faster and faster requires more and more power output, which is why getting into space is hard. But in terms of this CPU conversation, we're talking HP and not MPH. I'm trying to show how much horsepower is available (MHz), and you're talking about how fast the car happens to be going at that time (FPS). Related numbers, but not the same thing...
Anyway, this is really a lot of reading and typing and I just spent forever on this instead of working. Clearly I should only show
numbers like this idea when performance is expected to be poor.