Okay, I went through the trouble of reading all your bold-bits whereas you didn't read my entire article before deciding to address particular paragraphs. While I didn't go into the most technical aspects of memory bandwidth, I did address the memory bandwidth issue for not only the CPU's cache, but also the system ram (and honestly, it doesn't even *matter* that the memory controller is on-die, no matter how technical you want to get - the bandwidth it's capable of is the bandwidth it's capable of), graphics card RAM and even how the CPU, system ram, graphics card and graphics card ram interact with eachother.
I didn't bother going into pci-e lane width since there is quite simply no need to do so; those lacking knowledge that will saturate available PCI-E controller bandwidth using a dual-card solution without knowing what they are doing have probably blown so much money on their motherboard that they simply can't saturate the bandwidth even if they will it to.
I do not 'misunderstand' the 'how to test graphics cards' category; you misunderstand how idiotic your suggestion is by completely taking for granted the fact that physx and similar settings that can be run by nothing but the processor are often found under the graphics settings, and more often than not aren't accompanied by any information indicating that they are going to be running on the processor, simply that they will "cause a severe framerate decrease", which could have absolutely nothing to do with the graphics card.
The E3300/3400, E5400 and E7300 are all physically exactly the same processor. Virtualization has absolutely
nothing to do with games performance
unless you are planning on running virtual machines in order to run multiple game clients for whatever purpose. By the time a user has the technical ability to do so they will be intelligent enough to look for themselves to determine whether or not their processor supports hardware VT. By the time they are planning to do so, they will have the technical understanding to realise that their system's resources are going to be heavily split up in order to accommodate both the VM and the extra game client running within it.
SSE 4.1 introduced far less than you'd like to give it credit for. Little enough, in fact, that it on its own has
no baring on graphics performance for games.
This article is not the one I'm looking for, though it essentially skims the surface of the implementation that was seen in the E7000 series processors. You are perfectly welcome to take the time to find an article or technical document to prove me wrong on this, and I will be glad to admit defeat on this account if I am shown to be wrong.
Until such a time, yes, the aforementioned processors, with exception to L2 cache size, are essentially the same processors. They do not have built-in memory controllers, and as I already mentioned, it doesn't even matter that their memory controllers are not on-die.
As for the stuttering vs low framerates (and please, it's low framerates, not low lag. Lag is only used by gamers and has *nothing* in actual fact to do with framerate, as a computer is still able to maintain a 1:1 time ratio with a framerate of 1fps or greater if necessary - lag would be where the amount of time that transpires outside of the game is longer than that which transpires in the game, and that issue has not existed in most modern computers [read: anything since the GeForce 6000 series or Radeon X18xx series graphics cards] for some time now) on a system with insufficient ram but a sufficiently powerful processor and graphics card combination; no. You are plain wrong here. I have tested and have tested extensively the impact that ram capacity and ram bandwidth has on performance in games, and the only situation where ram will cause a drop in overall framerate is when the engine is utilizing a lot of stream of content, which as I already explained in some detail in my post way up there, will be reliant on memory bandwidth, NOT capacity. If the content that needs to be streamed is not in ram at that time due to needing to be deferred for other information, then that information needs to be drawn from the hard-drive again, which is where the 'sudden drop in framerate before things return to normal' comes in. More realistically, the game will simply 'stop' while it's loading those resources from the hard-drive and going berserk with the page file.
Which brings us to the hard-drive issue. No, the hard-drive will NOT cause low framerates. Ever. It
will increase 'stuttering', load times and the duration of those 'sudden drops in framerate', but this will only carry on for as long as the computer has to continue reading data from the drive and performing read/write operations on the page file.
Your suggestion of replacing the hard-drive with an SSD is, quite frankly, !@#$ing stupid. You're telling someone to go out and spend insane amounts of money on a hard-drive that will give them some kind of magical improvement in performance when the performance issue they're encountering is far more likely to be the cause of a memory capacity constraint and/or bandwidth issue between the cpu/ram/graphics card. I don't know what games you're playing, but most modern games these days are able to cache virtually all of a level's data into ram (and data for several levels ahead seeing as a lot of the data, such as models, sounds, shaders, textures etc etc etc are being reused between levels) assuming there is enough ram capacity for it all. A 40mb/s average read speed drive is going to do
nothing to your framerate vs using a 500mb/s SSD in the same system other than make your wallet feel smaller, your epeen feel bigger and your ego fall somewhere in between.
It's far more sensible to advise that people look into replacing (not increasing the capacity of, since you're so keen on keeping things super simple; we'll keep things super simple to reduce complications [that is to say, we won't take into account the potential issues a memory controller could run into with trying to use differing capacities of ram, double/single-sided ram sticks, slot configuration restrictions, memory age and thus potential damage it might have suffered, etc etc etc]) their ram with a set of higher capacity sticks so that they shouldn't run out of ram unless they're doing something very wrong in the background. It'll certainly be a far less expensive upgrade for them to perform than going out to buy a SSD, and it will give them a real-world tangible performance increase for all things they could use their computer for vs just the SSD.
As for seek times; really? What do you think seek times on a hard-drive have to do with framerates in a game? Quicker seek times allow for quicker read/write operations of extremely small chunks as opposed to sequential read/write operations. Neither of these, again referring to the multiple pieces about memory and its impact on game performance, will magically give you an increase in framerate
unless you're doing it wrong with your ram.
As for shader processors/CUDA cores, ROPs etc - one can practically
ignore these on the basis of only needing to know roughly what the horsepower of the graphical processing component of the graphics card is in relation to other graphics cards it's being stacked up against. Beyond that, it's only important to understand what impact graphics card memory capacities and memory bandwidth can have on your overall performance. You don't need to to go into the most nitty-gritty details of what each component's function is and how it stacks up against a previous/newer generation's iteration or replacement architecture is or what the competing architecture is, how it functions and how it stacks up. All you need to understand is the basic impact that generation X's Y configuration with Z memory configuration should have on your gaming performance when taking graphics settings and resolution into account for any specific title.
So to summarize, since I was essentially addressing you and your article:
1. Yes, articles have a target audience
2. No, that is NOT an excuse to not go into detail
3. No, that is NOT an excuse to give wholly misleading information
4. No, that is NOT an excuse to assume that you can just give a crappy (yes,
crappy blanket coverage of all the bases and expect it to be at all relevant at the end of the day
5. If you're going to be writing up more detailed articles concerning your points then you need to indicate that in your article, either at the beginning or the end as a "this is a preview of topics that are going to be covered in upcoming articles regarding computer hardware upgrades for games yada yada" or "this was just a sneak peak at upcoming articles to better guide you on identifying bottlenecks and determining an upgrade path yada yada". Your article did neither. It presents itself as a self-contained, all-inclusive, nothing-more-to-see-here-folks article.
I could compile a list of links to Tomshardware or Overclock.net articles to pick two sites off the top of my head that would give far more useful information pertaining to exactly these topics that are still explained in a simple enough manner that the lay man would be able to understand them and more importantly, would probably walk away feeling the richer for having taught themselves something new about computer hardware and how it affects their usage of their computer (and more importantly, how not to blow stupid amounts of money on something that won't necessarily truly benefit them, like an SSD). It is because of exactly this fact that I find fault with your article. It is because I feel that I have far more experience and knowledge than you regarding this subject that I decided to tackle it, without going into TOO much detail.