Tell me, how many 360 ports take full advantage of a quad core CPU? I never made any mention of threads. I simply stated that a game designed for the 360 is unlikely to take full advantage of a quad core CPU.
You can't really have "multi-core support" (which is a poor term to use in general) without having several threads. Hyperthreading, SMP, and multiple-core processors are all supported by virtue of using threads. In this case, threads and multi-core support are the same thing.
For recent example, ET:QW uses 6 or 7 different threads for all the various subsystems, which means the game could take up to a 6 core processor. That doesn't mean it'll use them fully though. You'll have a separate thread for input, which is not going to tax a whole 2.8GHz core. A recent patch added a threaded renderer on top of that, splitting up the workload more. The more parallel things can be run, the better off you are no matter what platform you're on.
Threads can even be useful on a defined platform because as threads are created and destroyed, the full load can be balanced better. You can remain pretty confident that the ET:QW console ports don't combine threads in order to fit on the 360's 3, because they don't have to do that in order for it to run.
A game designed for a console has zero correlation with how many threads it may use internally. Multi-threading is non-trivial to do well no matter where you are. The fact that the Source engine still is in this day a single-threaded engine (probably owing somewhat to it's Quake 1 roots as was discovered a few years back) is evidence for that.
What evidence we have so far, namely the Doom3 engine, and the various permutations of it, suggests that Rage will be highly parallel regardless of what the "lead platform" (as if that is even an issue here) is.This comment was edited on Aug 23, 21:03.