
As you can tell, all of these optimizations are supposed to work together and harmonize into a more efficient processor at the end — one that maximizes the silicon's potential as much as possible. Of course, none of this is confirmed and there's a lot that could be gated behind product segmentation. We could see some features only on high-end parts, while some are limited to mobile; there's no telling at the moment, but it's exciting stuff, nonetheless. Seems like a battle for the ages is brewing between Nova Lake and Zen 6 next year.
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Hassam Nasir is a die-hard hardware enthusiast with years of experience as a tech editor and writer, focusing on detailed CPU comparisons and general hardware news. When he\u2019s not working, you\u2019ll find him bending tubes for his ever-evolving custom water-loop gaming rig or benchmarking the latest CPUs and GPUs just for fun. ","collapsible":{"enabled":true,"maxHeight":250,"readMoreText":"Read more","readLessText":"Read less"}}), "https://slice.vanilla.futurecdn.net/13-4-25/js/authorBio.js"); } else { console.error('%c FTE ','background: #9306F9; color: #ffffff','no lazy slice hydration function available'); } Hassam Nasir Social Links Navigation Contributing Writer Hassam Nasir is a die-hard hardware enthusiast with years of experience as a tech editor and writer, focusing on detailed CPU comparisons and general hardware news. When he’s not working, you’ll find him bending tubes for his ever-evolving custom water-loop gaming rig or benchmarking the latest CPUs and GPUs just for fun.
Gururu Are 1% lows always present despite the average? If one were to lock framerate to an observed 1%, would the 1% disappear or would a new lower 1% appear? For example: Average: 150 fps 1%: 88 fps >>change settings to lock framerate to 88 Average: 88 fps 1%:??? Reply
moon2 Gururu said: Are 1% lows always present despite the average? If one were to lock framerate to an observed 1%, would the 1% disappear or would a new lower 1% appear? For example: Average: 150 fps 1%: 88 fps >>change settings to lock framerate to 88 Average: 88 fps 1%:??? Consider rendering 1000 frames. The 1% low is the 10th slowest frame to render. There are 9 frames as slow or slower. Adjust the calculation to use FPS and then choose how you want to measure it (what are you averaging across) and it'll still hold true Reply
Gururu moon2 said: Consider rendering 1000 frames. The 1% low is the 10th slowest frame to render. There are 9 frames as slow or slower. Adjust the calculation to use FPS and then choose how you want to measure it (what are you averaging across) and it'll still hold true So based on that logic, the slowest frame would remain 88 fps, thus the average and the lowest would be identical if one were to lock the framerate to the lowest observed. Reply
moon2 Gururu said: So based on that logic, the slowest frame would remain 88 fps, thus the average and the lowest would be identical if one were to lock the framerate to the lowest observed. No, that's wrong. The explanation is in the message you quoted though. Remember 1% of 1000 is 10. There are still 9 frames slower, or as slow, as the 10th slowest. Reply
usertests We already expected Zen 6 chiplets to have lower latency from using bridge dies and InFO-oS interconnects. Reply
Gururu moon2 said: No, that's wrong. The explanation is in the message you quoted though. Remember 1% of 1000 is 10. There are still 9 frames slower, or as slow, as the 10th slowest. So then, just to answer the original question, would a new lower 1% appear then? Or is it inconclusive? Reply
vanadiel007 Gururu said: So then, just to answer the original question, would a new lower 1% appear then? Or is it inconclusive? Under ideal circumstances each frame would have an equal time slice, perfectly evenly divided over 1 second and that would provide you the FPS number which in that case would never see any up or downs. Practically slowdowns happen and the FPS is not a stable rate but fluctuates up and down. 1% lows in games is the measurement chosen to display the effects of fluctuating FPS over time, and show the 1% of the lowest frame rates as a constant measurement over time. With this technology you would still see a 1% low, but the FPS of that 1% would be higher. Like for example instead of seeing 1% low as 24 FPS they might now be 39 FPS with an intended rate of 120 FPS. Or in other words, the 1% lows would be higher with this technology than without it, and if you can keep them high enough you might not be able to visually see them hence no more visible micro stuttering. You will still be able to measure them. Reply
TerryLaze Admin said: A new report suggests AMD is cooking up a range of per-core optimizations for Zen 6 that might not seem huge on their own, but they could add up to make a world of difference in gaming performance. AMD's upcoming Zen 6 processors could fix microstutters and improve 1% lows in games — Next-gen CPUs tipped to feature per-core optimizations for t… : Read more The OS will be aware of exactly which core can boost the highest and maintain that speed the longest. This will allow it to assign, for instance, a game's main rendering thread to the fastest cores, while pushing background apps to more power-efficient ones. This can have negative effects, and almost always has, remember that all games are made for consoles and the method of synchronizing threads on consoles is the physical limitation of the cores, having the main thread "run wild" much higher than the game expects causes many issues, mainly the other threads not being able to keep up (missing textures/parts of the game not even loading in) Reply
King_V TerryLaze said: remember that all games are made for consoles No. Reply
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- https://www.tomshardware.com/pc-components/cpus/amds-upcoming-zen-6-processors-could-fix-microstutters-and-improve-1-percent-lows-in-games-next-gen-cpus-tipped-to-feature-per-core-optimizations-for-thermal-and-power-budgets#main
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