Specs and prices for AMD’s upcoming Ryzen Threadripper CPUs have been announced, as well as a general release date. The 12C/24T 1920X and 16C/32T 1950X will be available worldwide starting in “Early August,” with prebuilt Alienware systems available for preorder starting July 27th. According to AMD:
“Both are unlocked, use the new Socket TR4, have quad-channel DDR4, and feature 64 lanes of PCI Express. Base clock on the Ryzen Threadripper 1950X 16-core product is 3.4 GHz with precision boost to 4.0 GHz. On the Ryzen Threadripper 1920X 12-core product, the base clock is 3.5 GHz with precision boost to 4.0 GHz.”
As an aside, manufacturers informed GamersNexus at Computex that board release dates are targeted for August 10. It’s possible that this date has changed in the time since the show, but that seems to be the known target for Threadripper.
This week's hardware news recap primarily focuses on industry topics, like new NAND from Toshiba, Western Digital, and a new SSD from Intel (first 64-layer VNAND SSD). A few other topics sneak in, like AMD's Ryzen Pro CPU line, a Vega reminder (in the video), the death of Lexar, and a few gaming peripherals.
Through the weekend, we'll be posting our Zotac 1080 Ti Amp Extreme review, the first part of our AMD Vega: Frontier Edition Hybrid mod, and a special benchmark feature in our highly acclaimed "Revisit" series.
In the meantime, here's the last week of HW news recapped:
Following AMD’s Computex press conference, we headed over to the Gigabyte suite (after our X299 coverage) to look at the X399 Aorus Gaming 7 motherboard. The new Gigabyte X399 Gaming 7 board is one of two that we’ve seen thus far – our ASUS coverage is next up – and joins the forces of motherboards ready for AMD’s Threadripper HEDT CPUs.
The Gigabyte X399 Aorus Gaming 7 motherboard sockets Threadripper into AMD’s massive socket, dead-center, and uses three Torx screws to get at the LGA pin-out. The CPUs will provide 64 PCIe lanes, as we’ve already reported, with 4x PCIe Gen3 lanes reserved for high-speed transport between the CPU and chipset. The other 60 are assignable at the motherboard manufacturer’s will; in this case, Gigabyte willed for an x16/x8/x16/x8 full-length PCIe slots, with an additional 3x M.2 (x4) slots. That immediately consumes all 60 lanes, with the remaining 4 reserved for the chipset communications.
AMD hosted its financial & analyst day today, revealing information on Vega, Threadripper, notebook deployments of its CPUs & GPUs, and data center products. Some timelines were loosely laid-out with initial benchmark previews, provided an outline for what to expect from AMD in the remainder of 2017.
Most of our time today will be spent detailing Vega, as it’s been the topic of most interest lately, with some preliminary information on the CPU products.
We came away from our revisit of the once-king Sandy Bridge 2600K and 2500K CPUs impressed by the staying power of products that came out in Q1 2011, considering Intel’s unimpressive gains since that time.
At the time of Sandy Bridge’s release, AMD’s flagship CPUs were 45nm K10-based Phenom IIs, designed to compete in price/performance with the 45nm Lynnfield (Nehalem i5) quad cores. Later that year, AMD’s underwhelming Bulldozer architecture would launch and inevitably replace the Phenom line. Given that we’ve already looked at Intel’s 1Q11 offerings, we decided to revisit AMD’s Phenom II CPUs in 2017, including the Phenom II X6 1090T (Black Edition) and Phenom II X6 1055T. These benchmarks look at AMD Phenom II performance in gaming and production workloads for the modern era, including comparisons to the equal-aged Sandy Bridge CPUs, modern Ryzen 5 & 7 CPUs, and modern Intel CPUs.
It’s been a few months since our last PC build--in fact, it was published well before Ryzen was released. For our first post-Ryzen build, we’ve pulled together some of the components we liked best in testing to make an affordable ultrawide gaming machine. As we did in January, we pulled parts out of inventory and actually assembled and tested this PC to back up our recommendations--we’ll try to continue doing this going forward.
This gaming PC build is priced at just over $1000 -- about $1200, depending on rebates -- and is made for UltraWide 3440x1440 gaming. Our goal is to take reasonably affordable parts and show that UltraWide 1440p gaming is feasible, even while retaining high settings, without buying the most expensive GPUs and CPUs on the market. We’re only using parts in this build that we actually have, so that partially dictates cost (yes, you might be able to do some things cheaper -- like the motherboard), but it also means that we’ve had time to build, validate, and use the system in a real environment. In these early days of Ryzen as a new uarch, that’s important. We’ve done the hard work of troubleshooting a functional build. All you’d have to do is assemble it, configure BIOS, and go.
As a note: This build is also readily capable of production workloads. CUDA acceleration on the GTX 1070 will work well for Premiere renders, and the CPU thread-count will assist in CPU acceleration (like for streaming).
Prior to the Ryzen launch, we discovered an issue with GTA V testing that would cause high-speed CPUs of a particular variety to stutter when achieving high framerates. Our first video didn’t conclude with a root cause, but we now believe the game is running into engine constraints – present on other RAGE games – that trigger choppy behavior on those CPUs. Originally, we only saw this on the best i5s – older gen i5 CPUs were not affected, as they were not fast enough to exceed the framerate limiter in GTA V (~187FPS, or thereabouts), and so never encountered the stutters. The newest i5 CPUs, like the 7600K and 6600K, would post high framerates, but lose consistency in frametimes. As an end user, the solution would be (interestingly) to increase your graphics quality, resolution, or otherwise bring FPS to around the 120-165 mark.
Then Ryzen came out, and then Ryzen 5 came out. With R5, we encountered a few stutters in GTA V when SMT was enabled and when the CPU was operating under conditions permitting the CPU to achieve the same high framerates as Intel Core i5-7600K CPUs. To better illustrate, we can actually turn down graphics settings to a point of forcing framerates to the max on 4C/8T R5 CPUs, relinquishing some of the performance constraint, and then encounter hard stuttering. In short: A higher framerate overall would result in a much worse experience for the player, both on i5 and R5 CPUs. The 4C/8T R5 CPUs exhibited this same stutter performance (as i5 CPUs) most heavily when SMT was disabled, at which point we spit out a graph like this:
Following our in-depth Ryzen VR benchmark (R7 1700 vs. i7-7700K with the Rift + Vive), we immediately began compiling results for the concurrent R5 test efforts by GN Sr. Editor Patrick Lathan. Working together, we were able to knock-out the VR benchmarks (check those out here – some cool data), Ryzen Revisit piece, and today’s R5 reviews.
Both the R5 1600X ($250) and R5 1500X ($190) CPUs are in for review today, primarily matched against the Intel i5-7500 and i5-7600K. For comparison reasons, we have still included other CPUs on the bench – notably the i7-7700K and R7 1700, just to give an understanding of what the extra ~$70-$130 gets.
For anyone who hasn’t checked in on our content since the initial Ryzen reviews, we’d strongly encourage checking the Ryzen Revisit piece for a better understanding of how the scene has changed since launch. That revisit looks at Windows updates (and debunks some myths), EFI updates, and memory overclocking impact on Ryzen performance.
Although we have rerun the R7 gaming benchmarks with higher memory frequency (thanks to GSkill and Geil for providing B-die kits), we have not yet rerun them in synthetic tests. The 2933MHz frequency, as a reminder, was a hard limitation on our test platforms in the initial round of R7 reviews.
We will be including that data (albeit truncated) in our new tests, alongside Intel retests for the same games. For now, though, we’re reviewing the R5 1600X and R5 1500X CPUs in the Ryzen family, priced at $250 and $190, respectively.
AMD today made available a power plan update which should change how the Balanced plan impacts Ryzen performance.
Problems with Windows preset power modes have been one of the biggest annoyances with Ryzen, and AMD has officially recommended the High Performance preset in the past in order to avoid subpar performance in benchmarks. This wasn’t a big deal from a testing point of view since High Performance mode effectively avoids all of these issues, but for everyday use, it was: High Performance mode doesn’t allow CPU frequency to drop when idle, and the additional power consumption can really hurt the long-term value of the system (it’s also just wasteful). Balanced mode does drop frequency, but it’s also been overly aggressive with core parking on Ryzen chips specifically, making it sub-optimal for use. We discussed what this looks like from a user’s point of view in our “Just Research” article, where frequency plots offer visualization for the impact of Performance vs. Balanced mode. The same article contains some FPS benchmarks between the two power modes.
AMD has made two major changes in this update. Quoting their statement:
Maintain residency in CPU p0 or p1 to give Zen full control over clocks and volts.
Disable core parking.
They specifically noted that Intel also fully disables core parking in the Balanced power plan. Our tests have always used High Performance mode for Ryzen platforms (except power tests), and our results will not be affected by this update.
This first revisit to Ryzen’s performance comes earlier than most, given the tempestuous environment surrounding AMD’s latest uarch. In the past weeks, we’ve seen claims that Windows updates promise a significant boon to Ryzen performance, as has also been said of memory overclocking, and we were previously instructed that EFI updates alone should bolster performance. Perhaps not unrelated, game updates to major titles could have potentially impacted performance, amounting to a significant number of variables for a revisit.
Today’s content piece aims to isolate each of these items as much as reasonable – not all can be isolated, like game updates – to better determine the performance impact from the individual changes and updates. We’ll then progress cumulatively through charts as updates are applied. Our final set of charts will contain Windows version bxxx.970, version 1002 EFI on the CH6, and memory overclocking efforts.
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