PlayerUnknown’s Battlegrounds was officially released on PC this past December, but it’s been playable via Steam Early Access for nearly a year now. In all that time, none of us have played the game, despite many requests for benchmarks. Games that are in active development don’t make for easy testing, and neither do exclusively multiplayer games with tons of variance. Even Overwatch has the ability to play against bots.
Now that PUBG is 1.0 on PC and sort-of-released on Xbox, though, we have extra motivation to buckle down and start testing. We chose to start with the Xbox One X version, since the lack of graphics options makes things simpler. It’s listed as both 4K HDR ready and Xbox One X Enhanced, so our primary testing was done at 4K, with additional Xbox One X benchmarking at 1080p for PUBG. Technically, it’s a “Game Preview,” but the list of other titles in this category makes it look like something that was created expressly for PUBG. It also costs full PC price, $30.
This deep-dive looks at PUBG framerate and frametime performance (which is shockingly bad for a console), along with graphics analysis of the game’s visuals. Although the article covers testing and benchmarking in slightly more depth, we’d also strongly recommend watching the video, as it contains visual representation of what’s happening in-game.
The PM02 is the successor to Silverstone’s Primera 01, a case we’ve often referenced but have never fully reviewed. As Silverstone points out on their site, Primera is Spanish for “first,” so please take a quiet moment to appreciate the name “Primera 02.” This (still) isn’t a review of the PM01, but since it will continue to be sold alongside the PM02 (~$140), we took this opportunity to do some testing and make a close comparison. The original Primera should be a familiar sight to anyone that’s seen our render rig or the community-funded gift PC from a few months ago. Because the two cases seen in those videos are being used, we acquired yet another for this article--we like the 01 a lot.
This review will benchmark the SilverStone PM01 vs. the PM02 and RL06 airflow PCs, with additional testing conducted across other popular on-market cases, including the H500P.
Samsung recently officially confirmed that they are producing ASICs (Application-Specific Integrated Circuits) intended for cryptocurrency mining, being sold to unnamed clients for ASIC mining machines. These machines are different from GPU miners, and do not meaningfully affect desktop GPU supply.
As the name implies, ASICs are chips designed for a single purpose. There’s nothing unusual about producing ASICs, but mining-specific ones have been the domain of TSMC until now, primarily with client Bitmain. Samsung won’t be doing the mining themselves, just supplying the hardware: TechPowerUp suggests the order was placed by “Chinese clients” which were mentioned in a recent earnings report. Our understanding is that the varieties of cryptocurrency which ASICs can effectively mine are ones that are now beyond the capabilities of home mining operations, like Bitcoin, so they’re used by massive currency farms. SHA-256 algorithms are best mined with ASIC miners.
To everyone’s confusion, a review copy of Dragon Ball FighterZ for Xbox One showed up in our mailbox a few days ago. We’ve worked with Bandai Namco in the past, but never on console games. They must have cast a wide net with review samples--and judging by the SteamCharts stats, it worked.
It’d take some digging through the site archives to confirm, but we might never have covered a real fighting game before. None of us play them, we’ve tapered off doing non-benchmark game reviews, and they generally aren’t demanding enough to be hardware testing candidates (recommended specs for FighterZ include a 2GB GTX 660). For the latter reason, it’s a good thing they sent us the Xbox version. It’s “Xbox One X Enhanced,” but not officially listed as 4K, although that’s hard to tell at a glance: the resolution it outputs on a 4K display is well above 1080p, and the clear, bold lines of the cel-shaded art style make it practically indistinguishable from native 4K even during gameplay. Digital Foundry claims it’s 3264 x 1836 pixels, or 85% of 4K in height/width.
Today, we’re using Dragon Ball FighterZ to test our new console benchmarking tools, and further iterate upon them for -- frankly -- bigger future launches. This will enable us to run console vs. PC testing in greater depth going forward.
It’s been nearly a month since news broke on Meltdown and Spectre, but the tech industry is still swarming like an upturned anthill as patches have been tumultuous, hurting performance, causing reboots, and then getting halted and replaced, while major manufacturers try to downplay the problem. Yes, that sentence was almost entirely about Intel, but they aren’t the only ones affected. We now return to the scene of the crime, looking at the Meltdown and Spectre exploits with the assistance of several research teams behind the discovery of these attacks.
To summarize the summary of our previous article: Meltdown is generally agreed to be more severe, but limited to Intel, while Spectre has to do with a fundamental aspect of CPUs made in the past 20 years. They involve an important technique used by modern CPUs to increase efficiency, called “speculative execution,” which is allows a CPU to preemptively queue-up tasks it speculates will next occur. Sometimes, these cycles are wasted, as the actions never occur as predicted; however, most of the time, speculating on incoming jobs will greatly improve efficiency of the processor by preemptively computing the inbound instructions. That’s not the focus of this article, but this Medium article provides a good intermediate-level explanation of the mechanics, as do the Spectre and Meltdown whitepapers themselves. For now, it’s important to know that although “speculative execution” is a buzzword being tossed around a lot, it isn’t in itself an exploit--the exploits just take advantage of it.
The most comprehensive hub of information on Meltdown and Spectre is the website hosted by Graz University of Technology in Austria, home of one of the research teams that discovered and reported them to Intel. That’s “one of” because there are no fewer than three other teams acknowledged by Graz that independently discovered and reported these vulnerabilities over the past few months. We’ve assembled a rough timeline of events, with the aid of WIRED’s research:
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