But hyperthreading is not actually doubling the processors, it's virtual duplication of part of the physical processor through OS support. Put any hyper threading processor into a system with an OS that isn't optimized for multiple processors and hyper threading and it's only the physical core(s) is getting recognized and used.
No, it is not a virtual implementation, it is a physical implementation.
MADe, Windows controls the thread allocation. At any given time a Windows system may be running hundreds of threads. Video and audio editing packages will use all 8 cores, if you want them to.
When I said the game natively uses 2 cores, that does not count the thread where sound is running, nor the thread where the graphics pipeline is running, nor the thread handling input and so on.
Like the consoles, all those threads block waiting for input. Do not get sucked into the hype about how many CPUs/cores a console will use to run a game. Regardless of what hardware the game runs on, there is very little that can be done to take advantage of more than a couple to 4 cores for a game, and then only for brief periods of time.