Too few actually get my true point. Perhaps I was writing too long posts. I am sorry if this happend.
To try to analyze what is going on, I am taking the Athlon 64 as an example for some technical considerations:
http://www.hardware.fr/articles/478/page1.htmlMy conclusions (some might be right only in theory) on what we have at this moment are (regarding more or less the Athlon 64 situation):
1) CPU's rely heavily on Mhz for boosting performance, more than a dozen other things like Cache, FPU, extensions. Raising the frequency is easyer than doing other changes, so it is mostly used to increase performance. Athlon was the faster than P3 when using FPU operations, but overall the difference was not "amazing". Of course, extensions help, some are very important (SSE), but usually you can't get more than 5-10% increase in performance.
Eg: AMD 3DNow! Quake is boosting nearly 5fps more than the normal Quake (when you get on a 450 AMD K6-2 Mhz system with a Voodoo Banshee board some 22 fps in 1024x768x16 running in OpenGL (glide in AMD Quake didn't seem to work properly)). Other games (Warzone) show the same situation: 5fps. Actually you won't get more than a 5fps increase when on 640x480x16, in both situations. You can conclude that it is a fixed performance increase, somewhere in the range of 10-20%. And this is very good situation compared to average performance gains!
2) At the moment you can't adapt the 32 bit addressing space to fit 2x16 bit wide data or instructions, or 4x8 bit. If this would be possible the performance would be greatly enhanced, as a good percentage of programs use rarely 32 bit. Anyway, implementing this arhitecture WOULD COST QUITE A LOT.
3) As a series of tests (if you can understand french is even better):
http://www.hardware.fr/articles/478/page1.html... concluded that the actual difference is very, very small with 32 oposing 64 bit. Some might say that Athlon 64 is not purely 64 bit (at least for now), but anyway...