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AMD to unveil Zen 4 CPUs at CES 2022

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In this Spiderman performance review, they only used 2x8 DDR4 modules it seems. The game recommends 32GB with RT enabled, but they still seem to be getting minimums of 65FPS or higher, even on 4k Ultra:

Maybe the prices of DDR5 6000 MT/s 16GB modules will come down further, then I suppose it could become a mute point...
 
Perhaps we are asking the wrong question here relating to gaming. A better question might be, do I need a total of 32GB of DDR5 RAM to optimize framerates (>60 FPS), and which games would benefit from this in 2022 and perhaps next year?

To get 32GB of RAM, you would generally go with 2x16GB modules anyway, with DDR5.
Not with amd x3D tech with the cpus
removes the ram latency thingy hit
 
In this Spiderman performance review, they only used 2x8 DDR4 modules it seems. The game recommends 32GB with RT enabled, but they still seem to be getting minimums of 65FPS or higher, even on 4k Ultra:

Maybe the prices of DDR5 6000 MT/s 16GB modules will come down further, then I suppose it could become a mute point...

What's interesting is the load on that 9900K, that looks like around 80% load, on an 8 core 16 thread CPU.
 
I'm still tempted to go with 2x8GB DDR5 modules for Zen 4, then upgrade to even faster modules +higher capacity (which will also have lower latency, assuming the same CAS clocks) when Zen 5 is released.
 
What's interesting is the load on that 9900K, that looks like around 80% load, on an 8 core 16 thread CPU.

Yes a game designed for a 8 core game console is also able to utilise 8 cores on PC, a very big revelation indeed

If you showed me a 12 or 16 core CPU running at 80% load in a game I'd be more wowed, but an 8 core cpu? That's normal
 
Yes a game designed for a 8 core game console is also able to utilise 8 cores on PC, a very big revelation indeed

If you showed me a 12 or 16 core CPU running at 80% load in a game I'd be more wowed, but an 8 core cpu? That's normal
Yes a game designed for a 8 core game console is also able to utilise 8 cores on PC, a very big revelation indeed

If you showed me a 12 or 16 core CPU running at 80% load in a game I'd be more wowed, but an 8 core cpu? That's normal

So a 80% cpu load norm for games really at 8 core … so if that is normal say … what happens if an antivirus in background starts or some background download or something since it’s windows as not console … would there be spikes or dips in fps?

Never really thought about this issue … I’m coming from 4 core 4 thread and ps5 to a zen 4 8 core … should I be reconsidering a 12/16 core ?
 
So a 80% cpu load norm for games really at 8 core … so if that is normal say … what happens if an antivirus in background starts or some background download or something since it’s windows as not console … would there be spikes or dips in fps?

Never really thought about this issue … I’m coming from 4 core 4 thread and ps5 to a zen 4 8 core … should I be reconsidering a 12/16 core ?

So you don't want games to use your cpu? Just get rid of the cpu then
 
zen 4 8 core … should I be reconsidering a 12/16 core ?
Not for games
Remember that every zen 4 core is much faster than 9900k, and HT is more efficient. 8 cores 16 threads is enough

To note: owing to higher power budget and higher boost clocks, I expect 12 and 16 core Zen 4 to benchmark slightly ahead of 8 core in games, maybe up to 5%.
 
So a 80% cpu load norm for games really at 8 core … so if that is normal say … what happens if an antivirus in background starts or some background download or something since it’s windows as not console … would there be spikes or dips in fps?

Never really thought about this issue … I’m coming from 4 core 4 thread and ps5 to a zen 4 8 core … should I be reconsidering a 12/16 core ?
Well, reviewers with their clean installs actually have been distorting this for ages.

Just like most reviewers don't bench multiplayer "because it's not consistent".

However with background task or multiplayer (or both) is precisely when extra cores are required. Also what might run fine on a 16GB machine without background processes might require more RAM when other things are going on.
 
Well, reviewers with their clean installs actually have been distorting this for ages.

Just like most reviewers don't bench multiplayer "because it's not consistent".

However with background task or multiplayer (or both) is precisely when extra cores are required. Also what might run fine on a 16GB machine without background processes might require more RAM when other things are going on.

Really considering instead of getting a 7800xt to stick with my 5700xt and go for a 16 core zen 4 and 32gb ram … I keep changing my options (I game at 1440p and I do like to sometimes use my 4k TV

Also considering to try stream also.
 
Well, reviewers with their clean installs actually have been distorting this for ages.

Just like most reviewers don't bench multiplayer "because it's not consistent".

However with background task or multiplayer (or both) is precisely when extra cores are required. Also what might run fine on a 16GB machine without background processes might require more RAM when other things are going on.
Hence I try to go one step above what is considered adequate to allow for old installs or other demands on the CPU.
 
Its constantly streaming in and out data, that puts a high load on the CPU.

Game worlds are getting larger and more complex, its better hardware, much much better hardware that's giving developers to space to develop this, its progress.

I always hated the "You only need four cores" argument, its so short sighted. Four core CPU's worked fine for all those years because that is all they had to work with.

One developer from the 1990's has thrown all caution to the wind and is making the game he always wanted to make, a PC exclusive almost irregardless of current hardware and cost, not for some noble act but for his own selfish reasons and the millions sick of the same crap regurgitated over and over again willing to finance it, because just do it, build the game we all want.

CIG were asset streaming in a giant 64Bit World coordinate system back in 2016, its only in the last couple of years that other developers have discoverd that for them selves or looked at what CIG are doing and thought "oh that opens up a lot of possibilities" Sony were talking about it with Ratchet and Clank as if it was a revolutionary new way of developing game worlds.

CIG cracked it in 2015 and published this.


The problem with that is the first image, the solution to it is the second image.

Buckle up, because games are about to get a whole lot better now the hardware can handle it...

2017, 4690K vs Ryzen 1600.

6sR6qPL.png

B0KnK71.jpg
 
Gosh those planet and terrain textures (although faked) were so much better than now.

That's Daymar, i'm not so sure. I think it looks better now...

I used Daymar for this, i like the warm lighting for ship views, its stuttery because at the time Shadowplay was being problematic, not that Nvidia ever has problems like this, right? Its the video that's stuttering, not the game, what ever was up with Shadowplay was fixed by the next patch.

 
That's Daymar, i'm not so sure. I think it looks better now...

I used Daymar for this, i like the warm lighting for ship views, its stuttery because at the time Shadowplay was being problematic, not that Nvidia ever has problems like this, right? Its the video that's stuttering, not the game, what ever was up with Shadowplay was fixed by the next patch.


From space, and tbh all the textures are poor on planet where they tile and repeat because for some reason CIG haven't worked out random and seamless texturing which has been a thing for decades.
 
From space, and tbh all the textures are poor on planet where they tile and repeat because for some reason CIG haven't worked out random and seamless texturing which has been a thing for decades.

Oh the tiling, yes, its because they replaced the distant texture with LOD real-time textures.

Before it was a wrap texture from distance that then transitioned to surface level textures once you got close, they changed it to always showing the ground level textures because using a texture wrap what you see from space was not the same as what you see getting closer, if you use the ground level textures for space too it all matches up but presents a new problem, texture tiling, and yes it can be quite obvious from some views.

They have acknowledged it and are looking at ways of fixing that too.
 
Oh the tiling, yes, its because they replaced the distant texture with LOD real-time textures.

Before it was a wrap texture from distance that then transitioned to surface level textures once you got close, they changed it to always showing the ground level textures because using a texture wrap what you see from space was not the same as what you see getting closer, if you use the ground level textures for space too it all matches up but presents a new problem, texture tiling, and yes it can be quite obvious from some views.

They have acknowledged it and are looking at ways of fixing that too.

Indeed but you can get LOD real-time textures that can be set seamless and random that would work fine. There for instance is a plug in for UE4 even that did that and would work. I also use it for rendering materials in the 3D models I produce.
 
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