Rumored XBox One memory boost won't make a difference


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Correct me if I'm wrong, but isn't MS using eSRam not eDRAM?

The argument remains the same

 

The CPU cannot access that eSRAM at all, it is only there as a GPU cache.

Compute workloads can only run across the slower DDR3. If the GPU needs to return a result to the CPU it has to be written to the common DDR3 as that is the only coherent memory in the system.

Truth be told the Xbone's memory arrangement isn't *terrible* there are a number of systems out there that use something similar. The PS4 with its hUMA configuration is just substantially better.

this sony guy just admitted the edram method does indeed give you more bandwidth, but its more complicated. Just because sony doesn't know how to make it easier for developers to use doesn't mean Microsoft doesn't. And Microsoft is isn't even using edram, they are using eSRAM,which is way faster.

The argument remains the same

 

The CPU cannot access that eSRAM at all, it is only there as a GPU cache.

Compute workloads can only run across the slower DDR3. If the GPU needs to return a result to the CPU it has to be written to the common DDR3 as that is the only coherent memory in the system.

Truth be told the Xbone's memory arrangement isn't *terrible* there are a number of systems out there that use something similar. The PS4 with its hUMA configuration is just substantially better.

 

 

Do you know what's more important than memory architecture ? a good API and SDK that allows you to make use of the system, or even makes use of the system for you.

 

MS has been making great SDK's that lets you do this since the original Xbox, and if you don't purposely make use of it, it makes use of it for you. Sony's history of making good SDK's is... well non existant. 

 

Meanwhile developers who pretty much lived in the Sony bubble and lived and breathed Sony, (ie the Metal Gear Solid dude) is saying the difference is minimal and won't have any real effect. 

this sony guy just admitted the edram method does indeed give you more bandwidth, but its more complicated. Just because sony doesn't know how to make it easier for developers to use doesn't mean Microsoft doesn't. And Microsoft is isn't even using edram, they are using eSRAM,which is way faster.

 

 

Do you know what's more important than memory architecture ? a good API and SDK that allows you to make use of the system, or even makes use of the system for you.

 

MS has been making great SDK's that lets you do this since the original Xbox, and if you don't purposely make use of it, it makes use of it for you. Sony's history of making good SDK's is... well non existant. 

 

Meanwhile developers who pretty much lived in the Sony bubble and lived and breathed Sony, (ie the Metal Gear Solid dude) is saying the difference is minimal and won't have any real effect. 

 

Throwing ungodly amounts of bandwidth at a GPU does nothing for it unless the GPU actually has the execution resources to make use of it.

Its like installing a 8 lane highway in a town with only 12 people. You have plenty of wide open lanes, but you can never fill them.

The PS4 has more bandwidth and 50% more ALUs than the Xbone. It has that high bandwidth because it actually has the GPU to use it.

A reference Radeon 7850 with 16 GCN engines has 153.6 GB/s memory bandwidth.

The PS4's GPU with 18 GCN engines has 176 GB/s memory bandwidth

The Xbone only has 12 GCN engines. Giving 12 GCN engines 100,000,000 GB/s memory bandwidth will literally not improve their performance at all over even 150 GB/s.

Throwing ungodly amounts of bandwidth at a GPU does nothing for it unless the GPU actually has the execution resources to make use of it.

Its like installing a 8 lane highway in a town with only 12 people. You have plenty of wide open lanes, but you can never fill them.

The PS4 has more bandwidth and 50% more ALUs than the Xbone. It has that high bandwidth because it actually has the GPU to use it.

A reference Radeon 7850 with 16 GCN engines has 153.6 GB/s memory bandwidth.

The PS4's GPU with 18 GCN engines has 176 GB/s memory bandwidth

The Xbone only has 12 GCN engines. Giving 12 GCN engines 100,000,000 GB/s memory bandwidth will literally not improve their performance at all over even 150 GB/s.

 

 

LOL so now anything over 150GB/s is useless...Right. Now that the tables have turned,and it turns out xbox one has more bandwidth, all of a sudden it doesn't matter.

 

And lack of bandwidth caps your card,it doesn't matter if it has 100,000,000 GCN engines. Unless you have benchmarks,then you cannot speak of performance. We know Microsoft had the edram configuration last gen,and developers didn't have to jump through crazy hoops to develop games. Microsoft has the right tools to take advantage of their configuration. Microsoft also had an ASIC last gen that took a lot of computation intensive elements away from the GPU such as MSAA,alpha blending and z buffering. You don't have the die shots down to the gate and transistor levels.

 

You are also forgetting the fact that xbox one will have a custom HD audio engine chip that will keep a whole bunch of free CPU cycles. This matters a whole lot when it comes to actual performance. 

 

In that video, Sony basically just admitted they used the easier method because they don't want to over complicate things for developers,since they've proven last gen they don't have the software know how to take advantage of such complex systems. They just did the exact same thing with their PS4 chip,taking the easy way out by using 18 GCNs. Microsoft took the complicated way last time around by using the edram configuration,and using some other custom logic on their chip. Looks like they are doing the same today, and by the sounds of it,with stuff like this latest news coming out,i wouldn't be surprised if xbox one ends up being the one with the much superior and better performing hardware.

LOL so now anything over 150GB/s is useless...Right. Now that the tables have turned,and it turns out xbox one has more bandwidth, all of a sudden it doesn't matter.

 

And lack of bandwidth caps your card,it doesn't matter if it has 100,000,000 GCN engines. Unless you have benchmarks,then you cannot speak of performance. We know Microsoft had the edram configuration last gen,and developers didn't have to jump through crazy hoops to develop games. Microsoft has the right tools to take advantage of their configuration. Microsoft also had an ASIC last gen that took a lot of computation intensive elements away from the GPU such as MSAA,alpha blending and z buffering. You don't have the die shots down to the gate and transistor levels.

 

You are also forgetting the fact that xbox one will have a custom HD audio engine chip that will keep a whole bunch of free CPU cycles. This matters a whole lot when it comes to actual performance. 

 

In that video, Sony basically just admitted they used the easier method because they don't want to over complicate things for developers,since they've proven last gen they don't have the software know how to take advantage of such complex systems. They just did the exact same thing with their chip,taking the easy way out by using 18 GCNs. Microsoft took the complicated way last time around by using the edram configuration,and using some other custom logic on their chip.

LOL you see how fanboys can turn ish in there favour...

Throwing ungodly amounts of bandwidth at a GPU does nothing for it unless the GPU actually has the execution resources to make use of it.

Its like installing a 8 lane highway in a town with only 12 people. You have plenty of wide open lanes, but you can never fill them.

The PS4 has more bandwidth and 50% more ALUs than the Xbone. It has that high bandwidth because it actually has the GPU to use it.

A reference Radeon 7850 with 16 GCN engines has 153.6 GB/s memory bandwidth.

The PS4's GPU with 18 GCN engines has 176 GB/s memory bandwidth

The Xbone only has 12 GCN engines. Giving 12 GCN engines 100,000,000 GB/s memory bandwidth will literally not improve their performance at all over even 150 GB/s.

 

Don't bother trying to explain anything technical to those on team xbox. As we've seen in the big thread about the ps4/one specs, it's largely a waste of effort as they don't care much about anything other than their own theories.

 

 

LOL so now anything over 150GB/s is useless...Right. Now that the tables have turned,and it turns out xbox one has more bandwidth, all of a sudden it doesn't matter.

 

And lack of bandwidth caps your card,it doesn't matter if it has 100,000,000 GCN engines. Unless you have benchmarks,then you cannot speak of performance. We know Microsoft had the edram configuration last gen,and developers didn't have to jump through crazy hoops to develop games. Microsoft has the right tools to take advantage of their configuration. Microsoft also had an ASIC last gen that took a lot of computation intensive elements away from the GPU such as MSAA,alpha blending and z buffering. You don't have the die shots down to the gate and transistor levels.

 

You are also forgetting the fact that xbox one will have a custom HD audio engine chip that will keep a whole bunch of free CPU cycles. This matters a whole lot when it comes to actual performance. 

 

On a GPU of the one's power, 150GB/sec is a bit higher than necessary, and anything more than that is definitely more than it could take full advantage of. There's no being a fan of one side or another about it, it's just a simple fact. Another fact is that even if the increased bandwidth gives it a little boost in performance, it still wont make it suddenly be able to match the peak performance of a box with a noticeably more powerful gpu.

 

Also, this isn't the 90's anymore. The difference a dedicated audio chip will make to performance on a modern computer or game console is minuscule.

Don't bother trying to explain anything technical to those on team xbox. As we've seen in the big thread about the ps4/one specs, it's largely a waste of effort as they don't care much about anything other than their own theories.

That's fine; at least those who want to read up and remain objective will have the info readily available for them to see.

On a GPU of the one's power, 150GB/sec is a bit higher than necessary, and anything more than that is definitely more than it could take full advantage of.

 

really? care to give some technical examples to show us why 150GB/s is more than necessary?

 

There's no being a fan of one side or another about it, it's just a simple fact. Another fact is that even if the increased bandwidth gives it a little boost in performance, it still wont make it suddenly be able to match the peak performance of a box with a noticeably more powerful gpu.

 

again,GCNs are just one aspect of a GPU,just like bus width,ram configuration,and other things that we don't know. theres examples set from last gen that shows there are more customized elements part of GPUs that massively affect performance.

 

Also, this isn't the 90's anymore. The difference a dedicated audio chip will make to performance on a modern computer or game console is minuscule.

 

are you kidding? we're not talking about a dumb buffer fill like a cpu assisted sound card. try for example using some audio processing plugins in your digital audio workstation applications,and wait for your powerful CPU to process this audio signal. Yeah, not that simple.

LOL so now anything over 150GB/s is useless...Right. Now that the tables have turned,and it turns out xbox one has more bandwidth, all of a sudden it doesn't matter.

 

And lack of bandwidth caps your card,it doesn't matter if it has 100,000,000 GCN engines. Unless you have benchmarks,then you cannot speak of performance. We know Microsoft had the edram configuration last gen,and developers didn't have to jump through crazy hoops to develop games. Microsoft has the right tools to take advantage of their configuration. Microsoft also had an ASIC last gen that took a lot of computation intensive elements away from the GPU such as MSAA,alpha blending and z buffering. You don't have the die shots down to the gate and transistor levels.

 

You are also forgetting the fact that xbox one will have a custom HD audio engine chip that will keep a whole bunch of free CPU cycles. This matters a whole lot when it comes to actual performance. 

 

In that video, Sony basically just admitted they used the easier method because they don't want to over complicate things for developers,since they've proven last gen they don't have the software know how to take advantage of such complex systems. They just did the exact same thing with their PS4 chip,taking the easy way out by using 18 GCNs. Microsoft took the complicated way last time around by using the edram configuration,and using some other custom logic on their chip. Looks like they are doing the same today, and by the sounds of it,with stuff like this latest news coming out,i wouldn't be surprised if xbox one ends up being the one with the much superior and better performing hardware.

Just to answer

 

The XBone is 60% less powerful than the PS4 in processing, adding 30 times more bandwidth won't help for jack because of that. Also, the restricted 3GB of RAM to the OS at all times and 2 for Kinect. What developers have asked for the most is more RAM

If your embedded memory bandwidth is 1000 TB/sec, it's still 32 MB and it's isolated from the main RAM pool, meaning you're gonna have to go through those "move engine" co-processors to get there. The more and more I learn about the XBone's design, the more and more I think the move engines are really gonna be its Achilles' Heel. If you're shuffling data in and out of 32MB of which is essentially glorified cache, those move engines are going to have to be cranking a mile a minute - developers will likely have to reprogram them to suit their needs depending on the game, and they WILL cause bottleneck no matter how you slice it.

It's simply not true. One of the Xbox 360's greatest advantages was its 10MB EDRAM buffer. It was not difficult to use, especially at 720p. Even at 1080p with some extra legwork it was very effective. The thing to keep in mind is that it's tailored to be used for the most memory bandwidth intensive tasks the system performs, which are those high-throughput low-size requirements. Namely the frame buffer. This frees the main memory to have ample bandwidth for everything else, which tend to be tasks requiring a lot of low-latency memory but not necessarily all that much bandwidth. These are generalizations of course, but the success of this model in the 360, and the fact that the XB1 has a larger, faster chunk of it (enough for a 1080p frame buffer without any fancy tricks) is encouraging.

 

Also, take note of the DX 11.2 work discussed at Build this week. One of the big focuses was on making drastically more efficient use of graphics memory via an impressive new tiled resource architecture. Don't think for second that they didn't design the XB1 with this in mind.

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Throwing ungodly amounts of bandwidth at a GPU does nothing for it unless the GPU actually has the execution resources to make use of it.

 

 And what makes you think that it doesn't...  :s

 

In the same video posted, Mark Cerny states that the GPU is doing far more than just graphics, GPUs can do so much more nowadays. 

 And what makes you think that it doesn't...  :s

 

In the same video posted, Mark Cerny states that the GPU is doing far more than just graphics, GPUs can do so much more nowadays. 

On a GPU with 12 GCN engines clocked at just 800mhz, yes. That is a fact. Increasing memory bandwidth does literally nothing if the GPU itself can't process workloads fast enough to consistently fill the memory.

the point its not only about the power, bandwidth or even faster memory speed.

 

Unified memory its a type of architecture that most developers wanted, and means faster use of resources no segmentation or complicated way to manage memory between cpu and gpu in the end its more optimized approach.

 

Too bad all of this its wasted on multiplatform games since every single developer will just develop to the lowest common spec in mind. But first party and exclusive games will shine....

Just to answer

 

The XBone is 60% less powerful than the PS4 in processing, adding 30 times more bandwidth won't help for jack because of that. Also, the restricted 3GB of RAM to the OS at all times and 2 for Kinect. What developers have asked for the most is more RAM

 

no, that is incorrect. the xbox has 33% less compute unit power than ps4,not 60%.

 

And just for you to understand how compute units doesn't tell you actual performance, im going to show you some examples. Last gen, xbox 360 had the edram die that also enabled xbox360 to have penalty free 4XMSAA,alpha blending and zbuffering.

 

Check out these benchmarks at around 1080p resolutions, where turning on 4xMSAA nearly halves the framerate on GPUs. yeah,xbox360 had this asic that did this stuff without affecting performance. instead of your compute units doing all the work,all this is offloaded to some special logic who does this for you,freeing up the compute units for other functions. This shows how performance here was not told by how many computer units the card had.

 

if you compare a card that had this asic,and 8 compute units, vs a card that has 16 compute units,based on these benchmarks,you could make an assumption that these 2 card could run games at the exact same frames per second.

 

http://www.hardocp.com/article/2011/07/18/nvidias_new_fxaa_antialiasing_technology/2#.Uc5Ab8DD9dg

 

 

If your embedded memory bandwidth is 1000 TB/sec, it's still 32 MB and it's isolated from the main RAM pool, meaning you're gonna have to go through those "move engine" co-processors to get there. The more and more I learn about the XBone's design, the more and more I think the move engines are really gonna be its Achilles' Heel. If you're shuffling data in and out of 32MB of which is essentially glorified cache, those move engines are going to have to be cranking a mile a minute - developers will likely have to reprogram them to suit their needs depending on the game, and they WILL cause bottleneck no matter how you slice it.

 

cause bottlenecks? what are you talking about? and you have no idea what developers have to or not do because you don't have the development tools,and you don't know how it works. xbox360 had 10mb edram,and ive never heard complaints about how hard it was to develop for it. I am going to assume it was simple because of the tools provided by Microsoft because of their decades in experience with software.

Just to answer

 

The XBone is 60% less powerful than the PS4 in processing, adding 30 times more bandwidth won't help for jack because of that. Also, the restricted 3GB of RAM to the OS at all times and 2 for Kinect. What developers have asked for the most is more RAM

If your embedded memory bandwidth is 1000 TB/sec, it's still 32 MB and it's isolated from the main RAM pool, meaning you're gonna have to go through those "move engine" co-processors to get there. The more and more I learn about the XBone's design, the more and more I think the move engines are really gonna be its Achilles' Heel. If you're shuffling data in and out of 32MB of which is essentially glorified cache, those move engines are going to have to be cranking a mile a minute - developers will likely have to reprogram them to suit their needs depending on the game, and they WILL cause bottleneck no matter how you slice it.

 

Where do people get these percentages?

 

I've heard 15, 30, 40, 50 and now 60%. Seems like no one really knows anything and they're just throwing numbers around.

On a GPU with 12 GCN engines clocked at just 800mhz, yes. That is a fact. Increasing memory bandwidth does literally nothing if the GPU itself can't process workloads fast enough to consistently fill the memory.

 

 GPUs have a large number of cores capable of performing huge amount of calculations simultaneously. My GTX 560 can run a simple ray-tracer in real-time using CUDA, these things are anything but lacking in processing power. The bottleneck has always been getting data to the cores faster. 

really? care to give some technical examples to show us why 150GB/s is more than necessary?

 

 

 

 

again,GCNs are just one aspect of a GPU,just like bus width,ram configuration,and other things that we don't know. theres examples set from last gen that shows there are more customized elements part of GPUs that massively affect performance.

 

 

 

 

are you kidding? we're not talking about a dumb buffer fill like a cpu assisted sound card. try for example using some audio processing plugins in your digital audio workstation applications,and wait for your powerful CPU to process this audio signal. Yeah, not that simple.

 

Just look at various graphics cards. You don't see much, if any, with the around same power of the one's gpu sporting 150GB/sec or higher of bandwidth. There's a reason for that and it should be pretty obvious.

 

Yes, the compute is one aspect, that's true, but when you cut down that part of a gpu you usually cut down other parts in the process. Again, look at any modern pc gpu for examples if you're unsure.

 

Too bad this is a game console and not a digital audio workstation. If it was the latter you may actually have some kind of point.

That's not quite true. Memory bandwidth for the frame buffer lets you better AA, for example, without all that substantial an effect on compute resources for these kind of chips. And unless you're targeting 4K rendering, the max resolution you have is 1080p, which is far less demanding on memory bandwidth than the higher resolutions some hardcore gamers might run their PC games at.

 

Apparently quoting is broken. Was replying to Motoko saying that bandwidth does nothing with fewer compute engines.

no, that is incorrect. the xbox has 33% less compute unit power than ps4,not 60%.

 

And just for you to understand how compute units doesn't tell you actual performance, im going to show you some examples. Last gen, xbox 360 had the edram die that also enabled xbox360 to have penalty free 4XMSAA,alpha blending and zbuffering.

 

Check out these benchmarks at around 1080p resolutions, where turning on 4xMSAA nearly halves the framerate on GPUs. yeah,xbox360 had this asic that did this stuff without affecting performance. instead of your compute units doing all the work,all this is offloaded to some special logic who does this for you,freeing up the compute units for other functions. This shows how performance here was not told by how many computer units the card had.

 

if you compare a card that had this asic,and 8 compute units, vs a card that has 16 compute units,based on these benchmarks,you could make an assumption that these 2 card could run games at the exact same frames per second.

 

http://www.hardocp.com/article/2011/07/18/nvidias_new_fxaa_antialiasing_technology/2#.Uc5Ab8DD9dg

 

 

 

cause bottlenecks? what are you talking about? and you have no idea what developers have to or not do because you don't have the development tools,and you don't know how it works. xbox360 had 10mb edram,and ive never heard complaints about how hard it was to develop for it. I am going to assume it was simple because of the tools provided by Microsoft because of their decades in experience with software.

The most benefit that eSRAM will be able to provide is the framebuffer advantage that the eDRAM provided on the 360, but that tech is going to essentially be a null point now because the PS4's unified RAM is more than up to the task of a 1080p framebuffer. If you wanted to do anything ELSE with it, the amount of transferring in and out of main RAM you'd have to do (particularly for CPU tasks exceeding the cache, because the CPU has no direct access to the eSRAM) would essentially nullify any sort of benefit.

 

The EDRAM in the 360 is only there for use as a frame buffer. Its can essentially be free AA. It is not even remotely similar to the eSRAM employed in the Xbone.

Just to clarify further, The EDRAM of Xbox 360 is not just memory, but half the drawing work of the GPU. Besides the 10MB memory, there are 192 ROPs embeded on the memory itself, thus why the "free MSAA".The memory draws itself and asks the GPU for the pixel shaded data.

Now the Xbone memory is just memory, so no free MSAA for it.

Motoko, you don't seem to understand how the embedded memory is used. It is never copied to main memory. It is written by the GPU (and read when it's modifying it) and then pushed out to the screen directly. At least this is the model used in the 360. It is very easy and natural to work with.

Motoko, you don't seem to understand how the embedded memory is used. It is never copied to main memory. It is written by the GPU (and read when it's modifying it) and then pushed out to the screen directly. At least this is the model used in the 360. It is very easy and natural to work with.

Please relate to my post above

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For example, you might keep your passkey in a syncing password manager, add a second trusted device, save recovery codes somewhere safe, or set up a backup security key. A passkey is very secure, but just like a real key, you need a backup plan in case you lose access to it. Now, you might ask: “What stops a hacker from copying my half of the necklace?” That’s the important part: your half is protected. It is not something you type in, and it is not something the website gets to keep. Think of your half as being locked inside a tiny safe on your phone, computer, security key, or password manager. That safe only opens when you approve it with your fingerprint, face, PIN, or device password. When you log in, the website does not need to see your half. It only needs proof that your half matches its half. Your actual half is not handed over to the website. This is different from a password. With a password, you type the secret into the website. If you type it into a fake website, the hacker now has it. With a passkey, you are not typing your secret into the website. Your device is proving you have the matching half without giving the half away. That also helps protect you from fake websites. If someone makes a fake login page that looks like the real site, your device can tell it is not the real match. It will not use your passkey there. Now, could someone use your passkey if they stole your device, got into your password manager, or somehow unlocked the safe that holds your half? Yes, that is why your device password, PIN, fingerprint, face unlock, and password manager security still matter. But a hacker cannot just steal your passkey from the website or trick you into typing it into a fake page like they can with a password. That is why passkeys are safer than passwords. The two matching pieces have to come together, like two lovebirds who were once separated and are finally reunited.
    • Newegg offers insane combo deal on Amazon Prime Day 2026 that beats Steam Machine by Sayan Sen Building a PC is undoubtedly difficult nowadays but with this epic combo deal, Newegg is trying to make it as easy for you as it is possible. If you are making a new one or even upgrading an old system to a new Windows 11 device, this combo bundle is truly unmissable as you get AMD's Ryzen 9800X3D, a compatible X870 motherboard, a 240mm AIO liquid cooler and finally a Samsung 990 PRO SSD all for under $1000 (purchase link under the specs table down below). This should beat out the newly launched Steam Machine from Valve in terms of performance and performance per dollar especially if you are willing to set Linux up on it. Essentially with this combo you will get the AMD Ryzen 7 9800X3D 8-core 3D V cache CPU, Samsung's 990 PRO 2TB NVMe SSD, the MSI MAG X870 TOMAHAWK WIFI ATX Motherboard, and finally the Cooler Master Elite Liquid 240. Thanks to that massive vertically stacked L3 cache, the X3D desktop processors, including the 9800X3D, also come with the benefit of not needing fast memory. Even DDR5-5600 should be plenty for it. The technical specifications of the Ryzen 7 9800X3D are given in the table below: Specification Value Architecture Zen 5 Cores / Threads 8 / 16 Base Clock 4.7 GHz Max Boost Clock Up to 5.2 GHz L1 Cache 640 KB L2 Cache 8 MB L3 Cache 96 MB Total Cache 104 MB CPU Core Process TSMC 4nm FinFET I/O Die Process TSMC 6nm FinFET Socket AM5 Default TDP 120W Max Temperature (Tjmax) 95°C Thermal Solution Not included Memory Type DDR5 Max Capacity 256 GB Memory Speeds 2x1R: DDR5-5600 2x2R: DDR5-5600 4x1R: DDR5-3600 4x2R: DDR5-3600 PCIe Version PCIe 5.0 PCIe Lanes (Total/Usable) 28 / 24 USB 3.2 Gen 2 (10Gbps) 4 USB 2.0 1 Graphics Cores 2 CU RDNA 2 Frequency 2200 MHz DisplayPort over USB-C Yes Overclocking Unlocked Up next we have the tech specs for the MSI MAG X870 TOMAHAWK WIFI Motherboard: Specification Value Chipset AMD X870 CPU Support AMD Ryzen 9000 / 8000 / 7000 Series Desktop Processors Socket AM5 Memory Slots 4 × DDR5 UDIMM Maximum Memory Capacity 256GB Memory Support DDR5 8400–5600 MT/s (OC), DDR5 5600–4800 MT/s (JEDEC) Integrated Graphics Outputs 1 × HDMI 2.1 FRL (up to 8K 60Hz) 2 × USB4 Type-C with DisplayPort 1.4 HBR3 (up to 4K 60Hz) Expansion Slots PCI_E1: PCIe 5.0 x16 (CPU) PCI_E2: PCIe 3.0 x1 (Chipset) PCI_E3: PCIe 4.0 x4 (Chipset) Audio Realtek ALC4080 Codec 7.1-Channel USB High Performance Audio Supports up to 32-bit/384kHz playback on front panel S/PDIF output M.2 Slots 4 × M.2 M2_1: PCIe 5.0 x4 (CPU, 22110/2280) M2_2: PCIe 5.0 x4 (CPU, 2280/2260) M2_3: PCIe 4.0 x2 (Chipset, 2280/2260) M2_4: PCIe 4.0 x4 (Chipset, 2280/2260) SATA Ports 4 × SATA 6Gb/s RAID Support RAID 0, 1, 5, 10 for M.2 NVMe storage devices Rear USB Ports 4 × USB 2.0 3 × USB 5Gbps Type-A 2 × USB 10Gbps Type-A 1 × USB 10Gbps Type-C 2 × USB4 40Gbps Type-C Front USB Headers 4 × USB 2.0 4 × USB 5Gbps Type-A 1 × USB 20Gbps Type-C LAN Realtek 8126-CG 5G LAN Wireless Wi-Fi 7 (M.2 Key-E module pre-installed) Supports 2.4GHz / 5GHz / 6GHz bands Up to 5.8Gbps Supports 802.11 a/b/g/n/ac/ax/be Bluetooth Bluetooth 5.4, MLO, 4KQAM Internal Power Connectors 1 × 24-pin ATX Power 2 × CPU Power Connectors 1 × PCIe 8-pin Power Connector Fan Headers 1 × CPU Fan 1 × Combo Fan (Pump/System) 6 × System Fan RGB Headers 3 × Addressable V2 RGB (JARGB_V2) 1 × RGB LED (JRGB) Other Internal Headers 1 × EZ Conn-header 2 × Front Panel Headers 1 × Chassis Intrusion 1 × Front Audio 1 × TPM 2.0 Header Debug Features 4 × EZ Debug LEDs 1 × EZ Digit Debug LED Rear I/O Ports Clear CMOS Button Flash BIOS Button HDMI 2 × USB 40Gbps Type-C 1 × USB 10Gbps Type-C 4 × USB 10Gbps Type-A 3 × USB 5Gbps Type-A 4 × USB 2.0 5G LAN Port Wi-Fi/Bluetooth Antenna Connectors Audio Connectors Form Factor ATX The Samsung 990 PRO is a PCIe Gen4 NVMe SSD and still one of the fastest drives available today for under $500. Speaking of fast, sequential reads and writes are rated at 7450 MB/s and 6900 MB/s, respectively. The random throughputs for reads and writes are 1400K IOPS and 1550K IOPS, respectively. The 990 PRO is based on Samsung's 7th Gen V-NAND flash, and it too is TLC. It packs 2 gigs of LPDDR4 DRAM cache, which helps the random performance. The endurance rating for this is 1200 TBW (terabytes written), which should be sufficient for most users. The Samsung 990 PRO is compatible with the PlayStation 5, but if you are going to use the 990 PRO on a PC, check out the Samsung Magician app that lets you track your drive's health, update its firmware, customize various settings, and more. The tech specs are given below: Specification Value Interface PCIe Gen 4.0 x4, NVMe 2.0 Form Factor M.2 2280 Controller Samsung In-house Controller NAND Flash 3D TLC DRAM Cache 2GB LPDDR4 Sequential Read (Max) 7,450 MB/s Sequential Write (Max) 6,900 MB/s Random Read (4K) Up to 1,400,000 IOPS Random Write (4K) Up to 1,550,000 IOPS TBW (Endurance) 1,200 TBW MTBF 1,500,000 hours Operating Temperature 0°C to 70°C Storage Temperature -40°C to 85°C Shock Resistance 1,500G / 0.5ms Heatsink No Get the combo deal at this link: AMD Ryzen 7 9800X3D, Samsung 990 PRO 2TB, MSI MAG X870 TOMAHAWK WIFI motherboard, Cooler Master Elite Liquid 240: $784.99 + $25 off with promo code FTTF77: $759.99 (Sold and Shipped by Newegg US) Good to know This Newegg deal is U.S. specific, and not available in other regions unless specified. We only use first-party seller links (at the time of article publishing); ensure that you purchase from a first-party seller link only. Check out Today's Deals on Amazon | or our recent tech deals. Become a Prime member (for Students or SNAP) via Neowin Get Prime Access - Prime for half price (for qualifying Medicaid, EBT, SNAP) Subscribe to Prime Video, Audible Plus, Music Unlimited or Kindle Unlimited via Neowin As an Amazon Associate, we earn from qualifying purchases.
    • I heard from a lot of people that driver support for the latest games when RDNA first came out (Radeon 5000 series) was pretty bad, but if you didn't buy the card on day one, or were not trying to play the latest titles, then you were isolated from that issue. Other than that, it's been good and only getting better.
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