I'd like to add to this topic that the benchmark being used and throttling are two different problems that would require to be solved separately.
And, next to that, I'd love to add in that:
- You can fake the benchmark score and therefore probably the CPU model too.
- Considering we are 'power users' according to you, overclocking OR underclocking a CPU wouldn't be taken into account if you show the CPU model. Especially underclocking is a powerful technique for laptops to prevent the throttling you mention. Therefore your new technique is also unreliable, as I believe Pearl is trying to show to you
I thought of a version of 'benchmarking' that would be a lot better: every minute throughout the sim you compare the sim rates of all the players in the game. You get a number between -1 and 1, depending if you are below, on or above average.
At the end of the game this number can be merged with previous games - allowing you to show some form of pattern that is more reliable than the current test. If your CPU does perform on average well then this number would be positive. If your CPU performs averagely poor then this number would be negative.
This is all done locally and stored similarly to how the benchmark is stored. As of writing I am not sure how that is stored - there may be a flaw there.
I think it would help best in combination with the current benchmark, which needs to be retrofitted slightly to check for memory speed because that is in fact the major bottleneck for CPU's if no throttling is happening:
From a practical point of view, @speed2 Do you know if there is a way to retrieve the information shown in the console command ren_ShowNetworkStats? It contains all the information this would require.