Yes. It should be like $150.
It's priced that way because they really want you to get the 1500X or 1600 instead due to yields being good, I'm sure. If it was $150, they probably couldn't meet the demand.
On that subject, they probably should have made the 1600 and 1600X both $230. Just one...
Lets get back to strictly technical:
Has anyone tried running a common actual workstation application that is open source through another compiler?
As far as I'm aware, ICC will never compile to take advantage of how AMD CPUs have, since forever, handled 4 complex instructions per cycle...
UMS is exactly what I'm talking about.
It's been verified that many games see Ryzen as a 16 core. As in, they are not seeing SMT and are instructing the scheduler accordingly.
Sanders praised that at least in those socialistic dictatorships, people were fed and had health care compared to some other ones.
But everyone knows there's a difference between Social Democracy or Democratic Socialism compared to Authoritarian Socialism - there's just those that like to...
KB4013429 Is the Windows update. It's not going out automatically to everyone, apparently. http://www.catalog.update.microsoft.com/Search.aspx?q=KB4013429
XFR was AMD's biggest mistake.
They should have just marked them as 3.45Ghz and 3.9Ghz "precision boost". Instead they make them look lower clocked and spread this lie that they overclocked them as good as your cooling allowed. :(
"X" just stands for "it's better xD"
Agreed.
But in addition, whatever does account for that latency, I don't think it's purely to blame for some games performing terribly (especially DX12/Vulkan).
I have a feeling there's something besides just the cross-CCX bandwidth that's getting overloaded when something tries to cross them...
Well yes. Without upping the BCLK it doesn't up the interconnect frequency, does it?
Yes. 5 years ago. But I buy hardware for 2017, not 2012.
If you take the average of AAA games released the past 2 years, off the top of my head the gain with HT is about 20% for average FPS and 30-40% for 0.1%...
Anyway, re: how to multithread games
I'm pretty sure the optimal thing, since there clearly seems to be DX12 and Vulkan issues where they rely on the shared cache and interconnectivity, is to have those running on the other CCX and "only" using those 8 threads for the actual graphics API calls...
edit: nvm figured out what I had posted here.
This was with the assumption that the "ping test" is how long it takes for one core to set something into L3 and RAM, and for another core to then read it.
Was thinking that 142ns delay was really because it was fetching from RAM, but no that's...
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