https://chessprogramming.wikispaces.com/HiTech?f=print
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.126...
If you have a million processors to play chess with, and your search tree still has a branching factor of thirty, you're only looking two moves ahead.
The human mind is amazing because our pattern-matching-based search heuristics are great.
At least that's how I see it ;)
The render stage of graphics benefits from massive parallelization, but most subsystems can't see the same improvement. A common fallacy of new game programmers is to think that "one thread per actor" is a clean architecture - only to discover that each actor's thread blocks the others and causes massive slowdown.
Sure, you could eventually find some purpose to the 48 cores, but that implies an active search for such a purpose and basically a side-project. I dunno, I might just collocate the server and sub-rent virtual machines or do some shared hosting -- but that's not what I care about.
So -- for my current tools and work-flow, 48 cores isn't needed. Pretty sure some scientist or video editor might replace his cluster with this thing but as a normal user and developer I would severely under-utilize the hardware.
Seriously though? I don't know -- maybe get a bunch of RAM and virtualize 32 machines for some distributed systems research.
Alternatively I'd set up a transcoding farm and build a service to help people to edit their videos online and download them in multiple formats. My goal would be something like iMovie but cross-platform with subscription meaning exclusive filters, wipes and effects with more formats.
like this guy
http://www.coderholic.com/12-new-programming-languages-in-12...
(posting because i was about to put some serious effort into this and suspect other "foreigners" here might be caught out in the same way)
the 43rd to satisfy the nerd,
the 44th to find north,
the 45th to bust a myth,
and the 46th idles because nothing rhymes with it
... and well, you finish it.