Steve started GamersNexus back when it was just a cool name, and now it's grown into an expansive website with an overwhelming amount of features. He recalls his first difficult decision with GN's direction: "I didn't know whether or not I wanted 'Gamers' to have a possessive apostrophe -- I mean, grammatically it should, but I didn't like it in the name. It was ugly. I also had people who were typing apostrophes into the address bar - sigh. It made sense to just leave it as 'Gamers.'"
First world problems, Steve. First world problems.
Benchmarking Mass Effect: Andromeda immediately revealed a few considerations for our finalized testing. Frametimes, for instance, were markedly lower on the first test pass. The game also prides itself in casting players into a variety of environs, including ship interiors, planet surfaces of varying geometric complexity (generally simpler), and space stations with high poly density. Given all these gameplay options, we prefaced our final benchmarking with an extensive study period to research the game’s performance in various areas, then determine which area best represented the whole experience.
Our Mass Effect: Andromeda benchmark starts with definitions of settings (like framebuffer format), then goes through research, then the final benchmarks at 4K, 1440p, and 1080p.
We recently covered Intel’s DC P4800X data center drive, with takes on the technology from two editors in video and article form. Those content pieces served as a technology overview for 3D Xpoint and Intel Optane (and should be referenced as primer material), but both indicated a distinct lack of any consumer-focused launch for the new half-memory, half-storage amalgam.
Today, we’re back to discuss Intel’s Optane Memory modules, which will ship April 24 in the form of M.2 sticks.
As Intel’s platform for 3D Xpoint (Micron also has one: QuantX), Optane will be deployed on standardized interfaces like PCI-e AICs, M.2, and eventually DIMM form factors. This means no special “Optane port,” so to speak, and should make adoption at least somewhat more likely. There’s still a challenging road ahead for Intel, of course, as Optane has big goals to somewhat unify memory and storage by creating a device with storage-like capacities and memory-like latencies. For more of a technology overview, check out Patrick Stone’s article on the DC P4800X.
Corsair, NZXT, Thermaltake, and EVGA closed-loop liquid coolers presently have no official AM4 retention kit support, leaving the companies exposed to questions from customers waiting to build Ryzen systems. This delay has affected the most popular coolers presently on the market, to include the Corsair H100iV2, H115i, NZXT X62/52/42, and new EVGA CLCs, but hasn’t affected all CLCs available. Some SIs, for instance, have blown throw stock of CoolIT-supplied CLCs from Corsair (like the H110i and H60), but haven’t been able to fill orders of units that use a four-screw mounting mechanism.
We have details for you on when your brackets will be available and on what caused the delays to begin with. This content contains several official comments and statements from the affected cooling manufacturers.
It’s been since February 23 that we’ve run an Ask GN episode; it seems that our definition of “week” is “4x.” With travel once a week for that past month, almost always aligning on the days we normally film Ask GN, we hope that you’ll forgive us. This episode contains some great discussion topics as submitted by our YouTube viewers and Patreon supporters (via Discord), including Ryzen topics (naturally), VRAM consumption vs. visual quality, differences in motherboards, and more.
That last question is a bit of an interesting one: It does sometimes feel like all motherboards are the same when just scrolling through spec sheets on a retailer, but we assure you that there are still relevant points of differentiation between motherboard vendors. We’ll talk about a few of those in this episode.
The playful Nintendo noises emitted from our Switch came as somewhat of a surprise following an extensive tear-down and re-assembly process. Alas, the console does still work, and we left behind breadcrumbs of our dissection within the body of the Switch: a pair of thermocouples mounted to the top-center of the SOC package and one memory package. We can’t get software-level diode readings of the SOC’s internal sensors, particularly given the locked-down nature of a console like Nintendo’s, and so thermal probes allow us the best insight as to the console’s temperature performance. As a general rule, thermal performance is hard to keep in perspective without a comparative metric, so we need something else. That’ll be noise, for this one; we’re testing dBA output of the fan versus an effective tCase on the SOC to determine how the fan ramps.
There’s no good way to measure the Switch’s GPU frequency without hooking up equipment we don’t have, so we won’t be able to plot a frequency versus temperature/time chart. Instead, we’re looking at temperature versus noise, then using ad-hoc testing to observationally determine framerate response to various logged temperatures. Until a point at which we’ve developed tools for monitoring console FPS externally, this is the best combination of procedures we can muster.