In this hardware news episode, we're announcing our charity drive to support Australian wildlife affected by bushfires, including a special charity auction modmat, and we're also covering notable topics in the industry. Cyberpunk 2077 gets coverage, X670 / 600-series chipsets for AMD Ryzen 4000 CPUs are up for discussion, big Navi rumors are debunked, Microsoft is going carbon negative, and more.
Show notes continue after the video.
Hardware news is still rolling into the holidays, as one might expect, because this industry doesn't let its occupants sleep. We're also leading into CES 2020, which means leaks abound. Coverage today includes a few rumor topics -- the RX 5600 XT and Intel Z490, mainly -- with some other industry topics mixed-in. Kioxia (Toshiba) is developing new NAND, motherboard makers can't get rid of X299 fast enough, and Microsoft is talking about its Xbox Series X. Again.
There's nothing quite as validating as finding out that your hobby is featured in a political misspending and wire fraud case and, for many hardware enthusiasts, that day came when a US politician was found guilty of illegally spending campaign money on over $1300 of Steam games. In the meantime, though, we've got news on AMD RX 5500 XT listings in China, AMD CPU marketshare growth via Steam Hardware Survey, NVIDIA saying that more FPS = more kills, and more.
Most of last week's hardware news revolved around AMD and its Navi and Ryzen product disclosures from the tech day, but plenty still happened during E3 week: Microsoft, for instance, announced its Scarlett console and rediscovered virtual memory, Comcast was caught violating the Consumer Protection Act over 445,000 times, USB 4.0 got lightly detailed for a 2020 launch, and more.
Show notes after the video embed.
News for this week primarily focused on the industry, as opposed to products, and so highlighted AMD earnings, Microsoft earnings, and NVIDIA earnings. There are interesting stories within each of these topics: For Microsoft, the company indirectly blamed Intel's CPU shortage as impacting its growth projections for Windows 10; for NVIDIA, GPU sales slow-downs are still impacting the bottom line, and the company has adjusted its revenue projections accordingly; for AMD, the company saw an uptick for 4Q18, but is facing a slow quarter for 1Q19.
Beyond these stories, areas of interest include an AI white-hat hacking machine (named "Mayhem," a water-cooled supercomputer), Intel expansions and investments, and Intel's sort-of-new CEO.
Show notes below the embedded video, as always.
Last month, we published an article detailing the FTC addressing predatory warranty conditions, and in so doing, the FTC notified six companies of infractions violating the Magnuson-Moss Warranty Act. At the time of that writing, the names of the notified companies were not disclosed; however, Motherboard obtained the names via a Freedom of Information Act request, and they are as follows:
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.
This week's hardware news recap teases some of our upcoming content pieces, including a potential test on Dragonball FighterZ, along with pending-publication interviews of key Spectre & Meltdown researchers. In addition to that, as usual, we discuss major hardware news for the past few days. The headline item is the most notable, and pertains to Samsung's GDDR6 memory entering mass production, nearing readiness for deployment in future products. This will almost certainly include GPU products, alongside the expected mobile device deployments. We also talk AMD's new-hires and RTG restructure, its retiring of the implicit primitive discard accelerator for Vega, and SilverStone's new low-profile air cooler.
Show notes are below the embedded video.
This content piece was highly requested by the audience, although there is presently limited point to its findings. Following the confluence of the Meltdown and Spectre exploits last week, Microsoft pushed a Windows security software update that sought to fill some of the security gaps, something which has been speculated as causing a performance dip between 5% and 30%. As of now, today, Intel has not yet released its microcode update, which means that it is largely folly to undertake the benchmarks we’re undertaking in this content piece – that said, there is merit to it, but the task must be looked at from the right perspective.
From the perspective of advancing knowledge and building a baseline for the next round of tests – those which will, unlike today’s, factor-in microcode patches – we must eventually run the tests being run today. This will give us a baseline for performance, and will grant us two critical opportunities: (1) We may benchmark baseline, per-Windows-patch performance, and (2) we can benchmark post-patch performance, pre-microcode. Both will allow us to see the isolated impact from Intel’s firmware update versus Microsoft’s software update. This is important, and alone makes the endeavor worthwhile – particularly because our CPU suite is automated, anyway, so no big time loss, despite CES looming.
Speaking of, we only had time to run one CPU through the suite, and only with a few games, as, again, CES is looming. This is enough for now, though, and should sate some demand and interest.
Microsoft has, rather surprisingly, made it easy to get into and maintain the Xbox One X. The refreshed console uses just two screws to secure the chassis – two opposing, plastic jackets for the inner frame – and then uses serial numbering to identify the order of parts removal. For a console, we think the Xbox One X’s modularity of design is brilliant and, even if it’s just for Microsoft’s internal RMA purposes, it makes things easier for the enthusiast audience to maintain. We pulled apart the new Xbox One X in our disassembly process, walking through the VRM, APU, cooling solution, and overall construction of the unit.
Before diving in, a note on the specs: The Xbox One X uses an AMD Jaguar APU, to which is affixed an AMD Polaris GPU with 40 CUs. This CU count is greater than the RX 580’s 36 CUs (and so yields 2560 SPs vs. 2304 SPs), but runs at a lower clock speed. Enter our errata from the video: The clock speed of the integrated Polaris GPU in the Xbox One X is purportedly 1172MHz (some early claims indicated 1720MHz, but that proved to be the memory speed); at 1172MHz, the integrated Polaris GPU is about 100MHz slower than the original reference Boost of the RX 480, or about 168MHz slower than some of the RX 580 partner models. Consider this a correction of those numbers – we ended up citing the 1700MHz figure in the video, but that is actually incorrect; the correct figure is 1172MHz core, 1700MHz memory (6800MHz effective). The memory operates a 326GB/s bandwidth on its 384-bit bus. As for the rest, 40 CUs means 160 TMUs, giving a texture fill-rate of 188GT/s.
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