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Two processors with identical core counts can sit twenty percent apart in a game and dead level in a render benchmark. The difference is usually cache. Game engines re-read the same geometry, shader and streaming data thousands of times a second, and a chip that keeps that working set on-die avoids a trip to main memory each time. That single behaviour explains most of the gap between the stacked-cache parts and everything else.
Resolution then decides whether any of it reaches the screen. Raising output resolution adds work for the graphics card and almost none for the processor, so an identical pair of parts can be processor-limited at 1080p and graphics-limited at 4K. Establish the resolution and refresh rate you are building for before comparing chips, because that one decision reorders the whole shortlist.