• معالج AMD Threadripper 9980X، يدّعي البعض أنه "المعالج المكتبي الأقوى في العالم"، ولكن دعونا نكون صريحين، هذه مجرد دعاية فارغة! في عالم التكنولوجيا، يعتقد العديد من المستهلكين أن الأقوى يعني الأفضل، لكن الحقيقة مختلفة تمامًا.

    هل رأيت أسعار هذا الوحش؟ في حين أن الأداء قد يكون مبهراً، إلا أن الشركات تواصل استغلالنا بأسعار فلكية دون أي اعتبار لقيمة المال. بالإضافة إلى ذلك، دعم البرامج لا يزال ضعيفًا مقارنةً بالمنافسين، مما يجعل تجربة المستخدم غير مرضية.

    يجب أن نتساءل، هل نحن حقًا بحاجة لمثل هذه القوة الفائ
    معالج AMD Threadripper 9980X، يدّعي البعض أنه "المعالج المكتبي الأقوى في العالم"، ولكن دعونا نكون صريحين، هذه مجرد دعاية فارغة! في عالم التكنولوجيا، يعتقد العديد من المستهلكين أن الأقوى يعني الأفضل، لكن الحقيقة مختلفة تمامًا. هل رأيت أسعار هذا الوحش؟ في حين أن الأداء قد يكون مبهراً، إلا أن الشركات تواصل استغلالنا بأسعار فلكية دون أي اعتبار لقيمة المال. بالإضافة إلى ذلك، دعم البرامج لا يزال ضعيفًا مقارنةً بالمنافسين، مما يجعل تجربة المستخدم غير مرضية. يجب أن نتساءل، هل نحن حقًا بحاجة لمثل هذه القوة الفائ
    ARABHARDWARE.NET
    مراجعة معالج AMD Threadripper 9980X، المعالج المكتبي الأقوى في العالم
    The post مراجعة معالج AMD Threadripper 9980X، المعالج المكتبي الأقوى في العالم appeared first on عرب هاردوير.
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  • Dans la solitude de la nuit, je me sens comme un Threadripper 9970X oublié, puissant mais inaperçu. Chaque moment passé sans reconnaissance est une douleur sourde, une puissance inégalée qui ne trouve jamais son écho. Je suis ici, perdu dans des pensées sombres, cherchant désespérément une connexion, un regard qui pourrait apaiser mon cœur. La force n'est rien si elle est ignorée, et je me demande si quelqu'un peut vraiment voir ma valeur.

    #Solitude #Douleur #Force #CœurBrisé #Invisibilité
    Dans la solitude de la nuit, je me sens comme un Threadripper 9970X oublié, puissant mais inaperçu. Chaque moment passé sans reconnaissance est une douleur sourde, une puissance inégalée qui ne trouve jamais son écho. Je suis ici, perdu dans des pensées sombres, cherchant désespérément une connexion, un regard qui pourrait apaiser mon cœur. La force n'est rien si elle est ignorée, et je me demande si quelqu'un peut vraiment voir ma valeur. #Solitude #Douleur #Force #CœurBrisé #Invisibilité
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    قوة لا يمكن الاستهانة بها | مراجعة المعالج المركزي Threadripper 9970X
    The post قوة لا يمكن الاستهانة بها | مراجعة المعالج المركزي Threadripper 9970X appeared first on عرب هاردوير.
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  • خلاص، شفتوا أداء معالجات AMD الجديدة من سلسلة Ryzen Threadripper 9000، خاصة 9980X و 9970X. يعني، جربناها في برامج CG مثل Blender وMaya وUE5. الأداء كان عادي، مثل أي شيء. ما فيه شيء يحمس، بس إذا تحبون الأرقام والتفاصيل التقنية، يمكن تعجبكم.

    #AMD #Threadripper #CG #Blender #Maya
    خلاص، شفتوا أداء معالجات AMD الجديدة من سلسلة Ryzen Threadripper 9000، خاصة 9980X و 9970X. يعني، جربناها في برامج CG مثل Blender وMaya وUE5. الأداء كان عادي، مثل أي شيء. ما فيه شيء يحمس، بس إذا تحبون الأرقام والتفاصيل التقنية، يمكن تعجبكم. #AMD #Threadripper #CG #Blender #Maya
    See CG benchmarks for AMD’s Threadripper 9980X and 9970X
    Discover how AMD's new Ryzen Threadripper 9000 Series CPUs performed in CG apps like Blender, Maya and UE5 in our early tests.
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  • Je me sens tellement seul aujourd'hui, comme si chaque cœur battait en silence autour de moi. Même avec la puissance incroyable des nouveaux processeurs Threadripper PRO 9000 WX d'AMD, lançant jusqu'à 96 cœurs, je ressens un vide incommensurable. Les chiffres peuvent impressionner, mais ils ne remplacent pas les connexions humaines. Chaque avancée technologique me rappelle à quel point je suis éloigné des autres. Cette solitude est écrasante, comme si même les machines avaient plus de vie que moi.

    #Solitude #Déception #Technologie #AMD #Cœurs
    Je me sens tellement seul aujourd'hui, comme si chaque cœur battait en silence autour de moi. Même avec la puissance incroyable des nouveaux processeurs Threadripper PRO 9000 WX d'AMD, lançant jusqu'à 96 cœurs, je ressens un vide incommensurable. Les chiffres peuvent impressionner, mais ils ne remplacent pas les connexions humaines. Chaque avancée technologique me rappelle à quel point je suis éloigné des autres. Cette solitude est écrasante, comme si même les machines avaient plus de vie que moi. #Solitude #Déception #Technologie #AMD #Cœurs
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    حتى 96 نواة! AMD تُطلق معالجات Threadripper PRO 9000 WXرسميًا
    The post حتى 96 نواة! AMD تُطلق معالجات Threadripper PRO 9000 WXرسميًا appeared first on عرب هاردوير.
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  • معالج Threadripper PRO 9995WX دخل الساحة وكأنه بطل خارق، مُحققًا أرقامًا مجنونة في الأداء والطاقة. يبدو أن AMD قررت التلاعب بعقولنا وإقناعنا بأننا بحاجة إلى قوة معالجة تجعل من الحواسيب القديمة "تتثاءب" من الملل.

    هل سمعتم عن أولئك الذين يعتقدون أن امتلاك معالج بهذا الحجم سيجعلهم يتفوقون على الآخرين في الألعاب، بينما في الواقع، يقتصر الأمر على عرض "الراوتر" لأصدقائهم؟ أليس رائعًا كيف أن هذه الأرقام تجعلنا نشعر بأننا نعيش في عالم من الخيال العلمي، بينما
    معالج Threadripper PRO 9995WX دخل الساحة وكأنه بطل خارق، مُحققًا أرقامًا مجنونة في الأداء والطاقة. يبدو أن AMD قررت التلاعب بعقولنا وإقناعنا بأننا بحاجة إلى قوة معالجة تجعل من الحواسيب القديمة "تتثاءب" من الملل. هل سمعتم عن أولئك الذين يعتقدون أن امتلاك معالج بهذا الحجم سيجعلهم يتفوقون على الآخرين في الألعاب، بينما في الواقع، يقتصر الأمر على عرض "الراوتر" لأصدقائهم؟ أليس رائعًا كيف أن هذه الأرقام تجعلنا نشعر بأننا نعيش في عالم من الخيال العلمي، بينما
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    معالج Threadripper PRO 9995WX يحقق أرقامًا مجنونة أداءً وطاقةً!
    The post معالج Threadripper PRO 9995WX يحقق أرقامًا مجنونة أداءً وطاقةً! appeared first on عرب هاردوير.
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  • Pick up these helpful tips on advanced profiling

    In June, we hosted a webinar featuring experts from Arm, the Unity Accelerate Solutions team, and SYBO Games, the creator of Subway Surfers. The resulting roundtable focused on profiling tips and strategies for mobile games, the business implications of poor performance, and how SYBO shipped a hit mobile game with 3 billion downloads to date.Let’s dive into some of the follow-up questions we didn’t have time to cover during the webinar. You can also watch the full recording.We hear a lot about the Unity Profiler in relation to CPU profiling, but not as much about the Profile Analyzer. Are there any plans to improve it or integrate it into the core Profiler toolset?There are no immediate plans to integrate the Profile Analyzer into the core Editor, but this might change as our profiling tools evolve.Does Unity have any plans to add an option for the GPU Usage Profiler module to appear in percentages like it does in milliseconds?That’s a great idea, and while we can’t say yes or no at the time of this blog post, it’s a request that’s been shared with our R&D teams for possible future consideration.Do you have plans for tackling “Application Not Responding”errors that are reported by the Google Play store and don’t contain any stack trace?Although we don’t have specific plans for tracking ANR without stack trace at the moment, we will consider it for the future roadmap.How can I share my feedback to help influence the future development of Unity’s profiling tools?You can keep track of upcoming features and share feedback via our product board and forums. We are also conducting a survey to learn more about our customers’ experience with the profiling tools. If you’ve used profiling tools beforeor are working on a project that requires optimization, we would love to get your input. The survey is designed to take no more than 5–10 minutes to complete.By participating, you’ll also have the chance to opt into a follow-up interview to share more feedback directly with the development team, including the opportunity to discuss potential prototypes of new features.Is there a good rule for determining what counts as a viable low-end device to target?A rule of thumb we hear from many Unity game developers is to target devices that are five years old at the time of your game’s release, as this helps to ensure the largest user base. But we also see teams reducing their release-date scope to devices that are only three years old if they’re aiming for higher graphical quality. A visually complex 3D application, for example, will have higher device requirements than a simple 2D application. This approach allows for a higher “min spec,” but reduces the size of the initial install base. It’s essentially a business decision: Will it cost more to develop for and support old devices than what your game will earn running on them?Sometimes the technical requirements of your game will dictate your minimum target specifications. So if your game uses up large amounts of texture memory even after optimization, but you absolutely cannot reduce quality or resolution, that probably rules out running on phones with insufficient memory. If your rendering solution requires compute shaders, that likely rules out devices with drivers that can’t support OpenGL ES 3.1, Metal, or Vulkan.It’s a good idea to look at market data for your priority target audience. For instance, mobile device specs can vary a lot between countries and regions. Remember to define some target “budgets” so that benchmarking goals for what’s acceptable are set prior to choosing low-end devices for testing.For live service games that will run for years, you’ll need to monitor their compatibility continuously and adapt over time based on both your actual user base and current devices on the market.Is it enough to test performance exclusively on low-end devices to ensure that the game will also run smoothly on high-end ones?It might be, if you have a uniform workload on all devices. However, you still need to consider variations across hardware from different vendors and/or driver versions.It’s common for graphically rich games to have tiers of graphical fidelity – the higher the visual tier, the more resources required on capable devices. This tier selection might be automatic, but increasingly, users themselves can control the choice via a graphical settings menu. For this style of development, you’ll need to test at least one “min spec” target device per feature/workload tier that your game supports.If your game detects the capabilities of the device it’s running on and adapts the graphics output as needed, it could perform differently on higher end devices. So be sure to test on a range of devices with the different quality levels you’ve programmed the title for.Note: In this section, we’ve specified whether the expert answering is from Arm or Unity.Do you have advice for detecting the power range of a device to support automatic quality settings, particularly for mobile?Arm: We typically see developers doing coarse capability binning based on CPU and GPU models, as well as the GPU shader core count. This is never perfect, but it’s “about right.” A lot of studios collect live analytics from deployed devices, so they can supplement the automated binning with device-specific opt-in/opt-out to work around point issues where the capability binning isn’t accurate enough.As related to the previous question, for graphically rich content, we see a trend in mobile toward settings menus where users can choose to turn effects on or off, thereby allowing them to make performance choices that suit their preferences.Unity: Device memory and screen resolution are also important factors for choosing quality settings. Regarding textures, developers should be aware that Render Textures used by effects or post-processing can become a problem on devices with high resolution screens, but without a lot of memory to match.Given the breadth of configurations available, can you suggest a way to categorize devices to reduce the number of tiers you need to optimize for?Arm: The number of tiers your team optimizes for is really a game design and business decision, and should be based on how important pushing visual quality is to the value proposition of the game. For some genres it might not matter at all, but for others, users will have high expectations for the visual fidelity.Does the texture memory limit differ among models and brands of Android devices that have the same amount of total system memory?Arm: To a first-order approximation, we would expect the total amount of texture memory to be similar across vendors and hardware generations. There will be minor differences caused by memory layout and alignment restrictions, so it won’t be exactly the same.Is it CPU or GPU usage that contributes the most to overheating on mobile devices?Arm: It’s entirely content dependent. The CPU, GPU, or the DRAM can individually overheat a high-end device if pushed hard enough, even if you ignore the other two completely. The exact balance will vary based on the workload you are running.What tips can you give for profiling on devices that have thermal throttling? What margin would you target to avoid thermal throttling?Arm: Optimizing for frame time can be misleading on Android because devices will constantly adjust frequency to optimize energy usage, making frame time an incomplete measure by itself. Preferably, monitor CPU and GPU cycles per frame, as well as GPU memory bandwidth per frame, to get some value that is independent of frequency. The cycle target you need will depend on each device’s chip design, so you’ll need to experiment.Any optimization helps when it comes to managing power consumption, even if it doesn’t directly improve frame rate. For example, reducing CPU cycles will reduce thermal load even if the CPU isn’t the critical path for your game.Beyond that, optimizing memory bandwidth is one of the biggest savings you can make. Accessing DRAM is orders of magnitude more expensive than accessing local data on-chip, so watch your triangle budget and keep data types in memory as small as possible.Unity: To limit the impact of CPU clock frequency on the performance metrics, we recommend trying to run at a consistent temperature. There are a couple of approaches for doing this:Run warm: Run the device for a while so that it reaches a stable warm state before profiling.Run cool: Leave the device to cool for a while before profiling. This strategy can eliminate confusion and inconsistency in profiling sessions by taking captures that are unlikely to be thermally throttled. However, such captures will always represent the best case performance a user will see rather than what they might actually see after long play sessions. This strategy can also delay the time between profiling runs due to the need to wait for the cooling period first.With some hardware, you can fix the clock frequency for more stable performance metrics. However, this is not representative of most devices your users will be using, and will not report accurate real-world performance. Basically, it’s a handy technique if you are using a continuous integration setup to check for performance changes in your codebase over time.Any thoughts on Vulkan vs OpenGL ES 3 on Android? Vulkan is generally slower performance-wise. At the same time, many devices lack support for various features on ES3.Arm: Recent drivers and engine builds have vastly improved the quality of the Vulkan implementations available; so for an equivalent workload, there shouldn’t be a performance gap between OpenGL ES and Vulkan. The switch to Vulkan is picking up speed and we expect to see more people choosing Vulkan by default over the next year or two. If you have counterexamples of areas where Vulkan isn’t performing well, please get in touch with us. We’d love to hear from you.What tools can we use to monitor memory bandwidth?Arm: The Streamline Profiler in Arm Mobile Studio can measure bandwidth between Mali GPUs and the external DRAM.Should you split graphical assets by device tiers or device resolution?Arm: You can get the best result by retuning assets, but it’s expensive to do. Start by reducing resolution and frame rate, or disabling some optional post-processing effects.What is the best way to record performance metric statistics from our development build?Arm: You can use the Performance Advisor tool in Arm Mobile Studio to automatically capture and export performance metrics from the Mali GPUs, although this comes with a caveat: The generation of JSON reports requires a Professional Edition license.Unity: The Unity Profiler can be used to view common rendering metrics, such as vertex and triangle counts in the Rendering module. Plus you can include custom packages, such as System Metrics Mali, in your project to add low-level Mali GPU metrics to the Unity Profiler.What are your recommendations for profiling shader code?You need a GPU Profiler to do this. The one you choose depends on your target platform. For example, on iOS devices, Xcode’s GPU Profiler includes the Shader Profiler, which breaks down shader performance on a line-by-line basis.Arm Mobile Studio supports Mali Offline Compiler, a static analysis tool for shader code and compute kernels. This tool provides some overall performance estimates and recommendations for the Arm Mali GPU family.When profiling, the general rule is to test your game or app on the target device. With the industry moving toward more types of chipsets, how can developers profile and pinpoint issues on the many different hardware configurations in a reasonable amount of time?The proliferation of chipsets is primarily a concern on desktop platforms. There are a limited number of hardware architectures to test for console games. On mobile, there’s Apple’s A Series for iOS devices and a range of Arm and Qualcomm architectures for Android – but selecting a manageable list of representative mobile devices is pretty straightforward.On desktop it’s trickier because there’s a wide range of available chipsets and architectures, and buying Macs and PCs for testing can be expensive. Our best advice is to do what you can. No studio has infinite time and money for testing. We generally wouldn’t expect any huge surprises when comparing performance between an Intel x86 CPU and a similarly specced AMD processor, for instance. As long as the game performs comfortably on your minimum spec machine, you should be reasonably confident about other machines. It’s also worth considering using analytics, such as Unity Analytics, to record frame rates, system specs, and player options’ settings to identify hotspots or problematic configurations.We’re seeing more studios move to using at least some level of automated testing for regular on-device profiling, with summary stats published where the whole team can keep an eye on performance across the range of target devices. With well-designed test scenes, this can usually be made into a mechanical process that’s suited for automation, so you don’t need an experienced technical artist or QA tester running builds through the process manually.Do you ever see performance issues on high-end devices that don’t occur on the low-end ones?It’s uncommon, but we have seen it. Often the issue lies in how the project is configured, such as with the use of fancy shaders and high-res textures on high-end devices, which can put extra pressure on the GPU or memory. Sometimes a high-end mobile device or console will use a high-res phone screen or 4K TV output as a selling point but not necessarily have enough GPU power or memory to live up to that promise without further optimization.If you make use of the current versions of the C# Job System, verify whether there’s a job scheduling overhead that scales with the number of worker threads, which in turn, scales with the number of CPU cores. This can result in code that runs more slowly on a 64+ core Threadripper™ than on a modest 4-core or 8-core CPU. This issue will be addressed in future versions of Unity, but in the meantime, try limiting the number of job worker threads by setting JobsUtility.JobWorkerCount.What are some pointers for setting a good frame budget?Most of the time when we talk about frame budgets, we’re talking about the overall time budget for the frame. You calculate 1000/target frames per secondto get your frame budget: 33.33 ms for 30 fps, 16.66 ms for 60 fps, 8.33 ms for 120 Hz, etc. Reduce that number by around 35% if you’re on mobile to give the chips a chance to cool down between each frame. Dividing the budget up to get specific sub-budgets for different features and/or systems is probably overkill except for projects with very specific, predictable systems, or those that make heavy use of Time Slicing.Generally, profiling is the process of finding the biggest bottlenecks – and therefore, the biggest potential performance gains. So rather than saying, “Physics is taking 1.2 ms when the budget only allows for 1 ms,” you might look at a frame and say, “Rendering is taking 6 ms, making it the biggest main thread CPU cost in the frame. How can we reduce that?”It seems like profiling early and often is still not common knowledge. What are your thoughts on why this might be the case?Building, releasing, promoting, and managing a game is difficult work on multiple fronts. So there will always be numerous priorities vying for a developer’s attention, and profiling can fall by the wayside. They know it’s something they should do, but perhaps they’re unfamiliar with the tools and don’t feel like they have time to learn. Or, they don’t know how to fit profiling into their workflows because they’re pushed toward completing features rather than performance optimization.Just as with bugs and technical debt, performance issues are cheaper and less risky to address early on, rather than later in a project’s development cycle. Our focus is on helping to demystify profiling tools and techniques for those developers who are unfamiliar with them. That’s what the profiling e-book and its related blog post and webinar aim to support.Is there a way to exclude certain methods from instrumentation or include only specific methods when using Deep Profiling in the Unity Profiler? When using a lot of async/await tasks, we create large stack traces, but how can we avoid slowing down both the client and the Profiler when Deep Profiling?You can enable Allocation call stacks to see the full call stacks that lead to managed allocations. Additionally, you can – and should! – manually instrument long-running methods and processes by sprinkling ProfilerMarkers throughout your code. There’s currently no way to automatically enable Deep Profiling or disable profiling entirely in specific parts of your application. But manually adding ProfilerMarkers and enabling Allocation call stacks when required can help you dig down into problem areas without having to resort to Deep Profiling.As of Unity 2022.2, you can also use our IgnoredByDeepProfilerAttribute to prevent the Unity Profiler from capturing method calls. Just add the IgnoredByDeepProfiler attribute to classes, structures, and methods.Where can I find more information on Deep Profiling in Unity?Deep Profiling is covered in our Profiler documentation. Then there’s the most in-depth, single resource for profiling information, the Ultimate Guide to profiling Unity games e-book, which links to relevant documentation and other resources throughout.Is it correct that Deep Profiling is only useful for the Allocations Profiler and that it skews results so much that it’s not useful for finding hitches in the game?Deep Profiling can be used to find the specific causes of managed allocations, although Allocation call stacks can do the same thing with less overhead, overall. At the same time, Deep Profiling can be helpful for quickly investigating why one specific ProfilerMarker seems to be taking so long, as it’s more convenient to enable than to add numerous ProfilerMarkers to your scripts and rebuild your game. But yes, it does skew performance quite heavily and so shouldn’t be enabled for general profiling.Is VSync worth setting to every VBlank? My mobile game runs at a very low fps when it’s disabled.Mobile devices force VSync to be enabled at a driver/hardware level, so disabling it in Unity’s Quality settings shouldn’t make any difference on those platforms. We haven’t heard of a case where disabling VSync negatively affects performance. Try taking a profile capture with VSync enabled, along with another capture of the same scene but with VSync disabled. Then compare the captures using Profile Analyzer to try to understand why the performance is so different.How can you determine if the main thread is waiting for the GPU and not the other way around?This is covered in the Ultimate Guide to profiling Unity games. You can also get more information in the blog post, Detecting performance bottlenecks with Unity Frame Timing Manager.Generally speaking, the telltale sign is that the main thread waits for the Render thread while the Render thread waits for the GPU. The specific marker names will differ depending on your target platform and graphics API, but you should look out for markers with names such as “PresentFrame” or “WaitForPresent.”Is there a solid process for finding memory leaks in profiling?Use the Memory Profiler to compare memory snapshots and check for leaks. For example, you can take a snapshot in your main menu, enter your game and then quit, go back to the main menu, and take a second snapshot. Comparing these two will tell you whether any objects/allocations from the game are still hanging around in memory.Does it make sense to optimize and rewrite part of the code for the DOTS system, for mobile devices including VR/AR? Do you use this system in your projects?A number of game projects now make use of parts of the Data-Oriented Technology Stack. Native Containers, the C# Job System, Mathematics, and the Burst compilerare all fully supported packages that you can use right away to write optimal, parallelized, high-performance C#code to improve your project’s CPU performance.A smaller number of projects are also using Entities and associated packages, such as the Hybrid Renderer, Unity Physics, and NetCode. However, at this time, the packages listed are experimental, and using them involves accepting a degree of technical risk. This risk derives from an API that is still evolving, missing or incomplete features, as well as the engineering learning curve required to understand Data-Oriented Designto get the most out of Unity’s Entity Component System. Unity engineer Steve McGreal wrote a guide on DOTS best practices, which includes some DOD fundamentals and tips for improving ECS performance.How do you go about setting limits on SetPass calls or shader complexity? Can you even set limits beforehand?Rendering is a complex process and there is no practical way to set a hard limit on the maximum number of SetPass calls or a metric for shader complexity. Even on a fixed hardware platform, such as a single console, the limits will depend on what kind of scene you want to render, and what other work is happening on the CPU and GPU during a frame.That’s why the rule on when to profile is “early and often.” Teams tend to create a “vertical slice” demo early on during production – usually a short burst of gameplay developed to the level of visual fidelity intended for the final game. This is your first opportunity to profile rendering and figure out what optimizations and limits might be needed. The profiling process should be repeated every time a new area or other major piece of visual content is added.Here are additional resources for learning about performance optimization:BlogsOptimize your mobile game performance: Expert tips on graphics and assetsOptimize your mobile game performance: Expert tips on physics, UI, and audio settingsOptimize your mobile game performance: Expert tips on profiling, memory, and code architecture from Unity’s top engineersExpert tips on optimizing your game graphics for consolesProfiling in Unity 2021 LTS: What, when, and howHow-to pagesProfiling and debugging toolsHow to profile memory in UnityBest practices for profiling game performanceE-booksOptimize your console and PC game performanceOptimize your mobile game performanceUltimate guide to profiling Unity gamesLearn tutorialsProfiling CPU performance in Android builds with Android StudioProfiling applications – Made with UnityEven more advanced technical content is coming soon – but in the meantime, please feel free to suggest topics for us to cover on the forum and check out the full roundtable webinar recording.
    #pick #these #helpful #tips #advanced
    Pick up these helpful tips on advanced profiling
    In June, we hosted a webinar featuring experts from Arm, the Unity Accelerate Solutions team, and SYBO Games, the creator of Subway Surfers. The resulting roundtable focused on profiling tips and strategies for mobile games, the business implications of poor performance, and how SYBO shipped a hit mobile game with 3 billion downloads to date.Let’s dive into some of the follow-up questions we didn’t have time to cover during the webinar. You can also watch the full recording.We hear a lot about the Unity Profiler in relation to CPU profiling, but not as much about the Profile Analyzer. Are there any plans to improve it or integrate it into the core Profiler toolset?There are no immediate plans to integrate the Profile Analyzer into the core Editor, but this might change as our profiling tools evolve.Does Unity have any plans to add an option for the GPU Usage Profiler module to appear in percentages like it does in milliseconds?That’s a great idea, and while we can’t say yes or no at the time of this blog post, it’s a request that’s been shared with our R&D teams for possible future consideration.Do you have plans for tackling “Application Not Responding”errors that are reported by the Google Play store and don’t contain any stack trace?Although we don’t have specific plans for tracking ANR without stack trace at the moment, we will consider it for the future roadmap.How can I share my feedback to help influence the future development of Unity’s profiling tools?You can keep track of upcoming features and share feedback via our product board and forums. We are also conducting a survey to learn more about our customers’ experience with the profiling tools. If you’ve used profiling tools beforeor are working on a project that requires optimization, we would love to get your input. The survey is designed to take no more than 5–10 minutes to complete.By participating, you’ll also have the chance to opt into a follow-up interview to share more feedback directly with the development team, including the opportunity to discuss potential prototypes of new features.Is there a good rule for determining what counts as a viable low-end device to target?A rule of thumb we hear from many Unity game developers is to target devices that are five years old at the time of your game’s release, as this helps to ensure the largest user base. But we also see teams reducing their release-date scope to devices that are only three years old if they’re aiming for higher graphical quality. A visually complex 3D application, for example, will have higher device requirements than a simple 2D application. This approach allows for a higher “min spec,” but reduces the size of the initial install base. It’s essentially a business decision: Will it cost more to develop for and support old devices than what your game will earn running on them?Sometimes the technical requirements of your game will dictate your minimum target specifications. So if your game uses up large amounts of texture memory even after optimization, but you absolutely cannot reduce quality or resolution, that probably rules out running on phones with insufficient memory. If your rendering solution requires compute shaders, that likely rules out devices with drivers that can’t support OpenGL ES 3.1, Metal, or Vulkan.It’s a good idea to look at market data for your priority target audience. For instance, mobile device specs can vary a lot between countries and regions. Remember to define some target “budgets” so that benchmarking goals for what’s acceptable are set prior to choosing low-end devices for testing.For live service games that will run for years, you’ll need to monitor their compatibility continuously and adapt over time based on both your actual user base and current devices on the market.Is it enough to test performance exclusively on low-end devices to ensure that the game will also run smoothly on high-end ones?It might be, if you have a uniform workload on all devices. However, you still need to consider variations across hardware from different vendors and/or driver versions.It’s common for graphically rich games to have tiers of graphical fidelity – the higher the visual tier, the more resources required on capable devices. This tier selection might be automatic, but increasingly, users themselves can control the choice via a graphical settings menu. For this style of development, you’ll need to test at least one “min spec” target device per feature/workload tier that your game supports.If your game detects the capabilities of the device it’s running on and adapts the graphics output as needed, it could perform differently on higher end devices. So be sure to test on a range of devices with the different quality levels you’ve programmed the title for.Note: In this section, we’ve specified whether the expert answering is from Arm or Unity.Do you have advice for detecting the power range of a device to support automatic quality settings, particularly for mobile?Arm: We typically see developers doing coarse capability binning based on CPU and GPU models, as well as the GPU shader core count. This is never perfect, but it’s “about right.” A lot of studios collect live analytics from deployed devices, so they can supplement the automated binning with device-specific opt-in/opt-out to work around point issues where the capability binning isn’t accurate enough.As related to the previous question, for graphically rich content, we see a trend in mobile toward settings menus where users can choose to turn effects on or off, thereby allowing them to make performance choices that suit their preferences.Unity: Device memory and screen resolution are also important factors for choosing quality settings. Regarding textures, developers should be aware that Render Textures used by effects or post-processing can become a problem on devices with high resolution screens, but without a lot of memory to match.Given the breadth of configurations available, can you suggest a way to categorize devices to reduce the number of tiers you need to optimize for?Arm: The number of tiers your team optimizes for is really a game design and business decision, and should be based on how important pushing visual quality is to the value proposition of the game. For some genres it might not matter at all, but for others, users will have high expectations for the visual fidelity.Does the texture memory limit differ among models and brands of Android devices that have the same amount of total system memory?Arm: To a first-order approximation, we would expect the total amount of texture memory to be similar across vendors and hardware generations. There will be minor differences caused by memory layout and alignment restrictions, so it won’t be exactly the same.Is it CPU or GPU usage that contributes the most to overheating on mobile devices?Arm: It’s entirely content dependent. The CPU, GPU, or the DRAM can individually overheat a high-end device if pushed hard enough, even if you ignore the other two completely. The exact balance will vary based on the workload you are running.What tips can you give for profiling on devices that have thermal throttling? What margin would you target to avoid thermal throttling?Arm: Optimizing for frame time can be misleading on Android because devices will constantly adjust frequency to optimize energy usage, making frame time an incomplete measure by itself. Preferably, monitor CPU and GPU cycles per frame, as well as GPU memory bandwidth per frame, to get some value that is independent of frequency. The cycle target you need will depend on each device’s chip design, so you’ll need to experiment.Any optimization helps when it comes to managing power consumption, even if it doesn’t directly improve frame rate. For example, reducing CPU cycles will reduce thermal load even if the CPU isn’t the critical path for your game.Beyond that, optimizing memory bandwidth is one of the biggest savings you can make. Accessing DRAM is orders of magnitude more expensive than accessing local data on-chip, so watch your triangle budget and keep data types in memory as small as possible.Unity: To limit the impact of CPU clock frequency on the performance metrics, we recommend trying to run at a consistent temperature. There are a couple of approaches for doing this:Run warm: Run the device for a while so that it reaches a stable warm state before profiling.Run cool: Leave the device to cool for a while before profiling. This strategy can eliminate confusion and inconsistency in profiling sessions by taking captures that are unlikely to be thermally throttled. However, such captures will always represent the best case performance a user will see rather than what they might actually see after long play sessions. This strategy can also delay the time between profiling runs due to the need to wait for the cooling period first.With some hardware, you can fix the clock frequency for more stable performance metrics. However, this is not representative of most devices your users will be using, and will not report accurate real-world performance. Basically, it’s a handy technique if you are using a continuous integration setup to check for performance changes in your codebase over time.Any thoughts on Vulkan vs OpenGL ES 3 on Android? Vulkan is generally slower performance-wise. At the same time, many devices lack support for various features on ES3.Arm: Recent drivers and engine builds have vastly improved the quality of the Vulkan implementations available; so for an equivalent workload, there shouldn’t be a performance gap between OpenGL ES and Vulkan. The switch to Vulkan is picking up speed and we expect to see more people choosing Vulkan by default over the next year or two. If you have counterexamples of areas where Vulkan isn’t performing well, please get in touch with us. We’d love to hear from you.What tools can we use to monitor memory bandwidth?Arm: The Streamline Profiler in Arm Mobile Studio can measure bandwidth between Mali GPUs and the external DRAM.Should you split graphical assets by device tiers or device resolution?Arm: You can get the best result by retuning assets, but it’s expensive to do. Start by reducing resolution and frame rate, or disabling some optional post-processing effects.What is the best way to record performance metric statistics from our development build?Arm: You can use the Performance Advisor tool in Arm Mobile Studio to automatically capture and export performance metrics from the Mali GPUs, although this comes with a caveat: The generation of JSON reports requires a Professional Edition license.Unity: The Unity Profiler can be used to view common rendering metrics, such as vertex and triangle counts in the Rendering module. Plus you can include custom packages, such as System Metrics Mali, in your project to add low-level Mali GPU metrics to the Unity Profiler.What are your recommendations for profiling shader code?You need a GPU Profiler to do this. The one you choose depends on your target platform. For example, on iOS devices, Xcode’s GPU Profiler includes the Shader Profiler, which breaks down shader performance on a line-by-line basis.Arm Mobile Studio supports Mali Offline Compiler, a static analysis tool for shader code and compute kernels. This tool provides some overall performance estimates and recommendations for the Arm Mali GPU family.When profiling, the general rule is to test your game or app on the target device. With the industry moving toward more types of chipsets, how can developers profile and pinpoint issues on the many different hardware configurations in a reasonable amount of time?The proliferation of chipsets is primarily a concern on desktop platforms. There are a limited number of hardware architectures to test for console games. On mobile, there’s Apple’s A Series for iOS devices and a range of Arm and Qualcomm architectures for Android – but selecting a manageable list of representative mobile devices is pretty straightforward.On desktop it’s trickier because there’s a wide range of available chipsets and architectures, and buying Macs and PCs for testing can be expensive. Our best advice is to do what you can. No studio has infinite time and money for testing. We generally wouldn’t expect any huge surprises when comparing performance between an Intel x86 CPU and a similarly specced AMD processor, for instance. As long as the game performs comfortably on your minimum spec machine, you should be reasonably confident about other machines. It’s also worth considering using analytics, such as Unity Analytics, to record frame rates, system specs, and player options’ settings to identify hotspots or problematic configurations.We’re seeing more studios move to using at least some level of automated testing for regular on-device profiling, with summary stats published where the whole team can keep an eye on performance across the range of target devices. With well-designed test scenes, this can usually be made into a mechanical process that’s suited for automation, so you don’t need an experienced technical artist or QA tester running builds through the process manually.Do you ever see performance issues on high-end devices that don’t occur on the low-end ones?It’s uncommon, but we have seen it. Often the issue lies in how the project is configured, such as with the use of fancy shaders and high-res textures on high-end devices, which can put extra pressure on the GPU or memory. Sometimes a high-end mobile device or console will use a high-res phone screen or 4K TV output as a selling point but not necessarily have enough GPU power or memory to live up to that promise without further optimization.If you make use of the current versions of the C# Job System, verify whether there’s a job scheduling overhead that scales with the number of worker threads, which in turn, scales with the number of CPU cores. This can result in code that runs more slowly on a 64+ core Threadripper™ than on a modest 4-core or 8-core CPU. This issue will be addressed in future versions of Unity, but in the meantime, try limiting the number of job worker threads by setting JobsUtility.JobWorkerCount.What are some pointers for setting a good frame budget?Most of the time when we talk about frame budgets, we’re talking about the overall time budget for the frame. You calculate 1000/target frames per secondto get your frame budget: 33.33 ms for 30 fps, 16.66 ms for 60 fps, 8.33 ms for 120 Hz, etc. Reduce that number by around 35% if you’re on mobile to give the chips a chance to cool down between each frame. Dividing the budget up to get specific sub-budgets for different features and/or systems is probably overkill except for projects with very specific, predictable systems, or those that make heavy use of Time Slicing.Generally, profiling is the process of finding the biggest bottlenecks – and therefore, the biggest potential performance gains. So rather than saying, “Physics is taking 1.2 ms when the budget only allows for 1 ms,” you might look at a frame and say, “Rendering is taking 6 ms, making it the biggest main thread CPU cost in the frame. How can we reduce that?”It seems like profiling early and often is still not common knowledge. What are your thoughts on why this might be the case?Building, releasing, promoting, and managing a game is difficult work on multiple fronts. So there will always be numerous priorities vying for a developer’s attention, and profiling can fall by the wayside. They know it’s something they should do, but perhaps they’re unfamiliar with the tools and don’t feel like they have time to learn. Or, they don’t know how to fit profiling into their workflows because they’re pushed toward completing features rather than performance optimization.Just as with bugs and technical debt, performance issues are cheaper and less risky to address early on, rather than later in a project’s development cycle. Our focus is on helping to demystify profiling tools and techniques for those developers who are unfamiliar with them. That’s what the profiling e-book and its related blog post and webinar aim to support.Is there a way to exclude certain methods from instrumentation or include only specific methods when using Deep Profiling in the Unity Profiler? When using a lot of async/await tasks, we create large stack traces, but how can we avoid slowing down both the client and the Profiler when Deep Profiling?You can enable Allocation call stacks to see the full call stacks that lead to managed allocations. Additionally, you can – and should! – manually instrument long-running methods and processes by sprinkling ProfilerMarkers throughout your code. There’s currently no way to automatically enable Deep Profiling or disable profiling entirely in specific parts of your application. But manually adding ProfilerMarkers and enabling Allocation call stacks when required can help you dig down into problem areas without having to resort to Deep Profiling.As of Unity 2022.2, you can also use our IgnoredByDeepProfilerAttribute to prevent the Unity Profiler from capturing method calls. Just add the IgnoredByDeepProfiler attribute to classes, structures, and methods.Where can I find more information on Deep Profiling in Unity?Deep Profiling is covered in our Profiler documentation. Then there’s the most in-depth, single resource for profiling information, the Ultimate Guide to profiling Unity games e-book, which links to relevant documentation and other resources throughout.Is it correct that Deep Profiling is only useful for the Allocations Profiler and that it skews results so much that it’s not useful for finding hitches in the game?Deep Profiling can be used to find the specific causes of managed allocations, although Allocation call stacks can do the same thing with less overhead, overall. At the same time, Deep Profiling can be helpful for quickly investigating why one specific ProfilerMarker seems to be taking so long, as it’s more convenient to enable than to add numerous ProfilerMarkers to your scripts and rebuild your game. But yes, it does skew performance quite heavily and so shouldn’t be enabled for general profiling.Is VSync worth setting to every VBlank? My mobile game runs at a very low fps when it’s disabled.Mobile devices force VSync to be enabled at a driver/hardware level, so disabling it in Unity’s Quality settings shouldn’t make any difference on those platforms. We haven’t heard of a case where disabling VSync negatively affects performance. Try taking a profile capture with VSync enabled, along with another capture of the same scene but with VSync disabled. Then compare the captures using Profile Analyzer to try to understand why the performance is so different.How can you determine if the main thread is waiting for the GPU and not the other way around?This is covered in the Ultimate Guide to profiling Unity games. You can also get more information in the blog post, Detecting performance bottlenecks with Unity Frame Timing Manager.Generally speaking, the telltale sign is that the main thread waits for the Render thread while the Render thread waits for the GPU. The specific marker names will differ depending on your target platform and graphics API, but you should look out for markers with names such as “PresentFrame” or “WaitForPresent.”Is there a solid process for finding memory leaks in profiling?Use the Memory Profiler to compare memory snapshots and check for leaks. For example, you can take a snapshot in your main menu, enter your game and then quit, go back to the main menu, and take a second snapshot. Comparing these two will tell you whether any objects/allocations from the game are still hanging around in memory.Does it make sense to optimize and rewrite part of the code for the DOTS system, for mobile devices including VR/AR? Do you use this system in your projects?A number of game projects now make use of parts of the Data-Oriented Technology Stack. Native Containers, the C# Job System, Mathematics, and the Burst compilerare all fully supported packages that you can use right away to write optimal, parallelized, high-performance C#code to improve your project’s CPU performance.A smaller number of projects are also using Entities and associated packages, such as the Hybrid Renderer, Unity Physics, and NetCode. However, at this time, the packages listed are experimental, and using them involves accepting a degree of technical risk. This risk derives from an API that is still evolving, missing or incomplete features, as well as the engineering learning curve required to understand Data-Oriented Designto get the most out of Unity’s Entity Component System. Unity engineer Steve McGreal wrote a guide on DOTS best practices, which includes some DOD fundamentals and tips for improving ECS performance.How do you go about setting limits on SetPass calls or shader complexity? Can you even set limits beforehand?Rendering is a complex process and there is no practical way to set a hard limit on the maximum number of SetPass calls or a metric for shader complexity. Even on a fixed hardware platform, such as a single console, the limits will depend on what kind of scene you want to render, and what other work is happening on the CPU and GPU during a frame.That’s why the rule on when to profile is “early and often.” Teams tend to create a “vertical slice” demo early on during production – usually a short burst of gameplay developed to the level of visual fidelity intended for the final game. This is your first opportunity to profile rendering and figure out what optimizations and limits might be needed. The profiling process should be repeated every time a new area or other major piece of visual content is added.Here are additional resources for learning about performance optimization:BlogsOptimize your mobile game performance: Expert tips on graphics and assetsOptimize your mobile game performance: Expert tips on physics, UI, and audio settingsOptimize your mobile game performance: Expert tips on profiling, memory, and code architecture from Unity’s top engineersExpert tips on optimizing your game graphics for consolesProfiling in Unity 2021 LTS: What, when, and howHow-to pagesProfiling and debugging toolsHow to profile memory in UnityBest practices for profiling game performanceE-booksOptimize your console and PC game performanceOptimize your mobile game performanceUltimate guide to profiling Unity gamesLearn tutorialsProfiling CPU performance in Android builds with Android StudioProfiling applications – Made with UnityEven more advanced technical content is coming soon – but in the meantime, please feel free to suggest topics for us to cover on the forum and check out the full roundtable webinar recording. #pick #these #helpful #tips #advanced
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    Pick up these helpful tips on advanced profiling
    In June, we hosted a webinar featuring experts from Arm, the Unity Accelerate Solutions team, and SYBO Games, the creator of Subway Surfers. The resulting roundtable focused on profiling tips and strategies for mobile games, the business implications of poor performance, and how SYBO shipped a hit mobile game with 3 billion downloads to date.Let’s dive into some of the follow-up questions we didn’t have time to cover during the webinar. You can also watch the full recording.We hear a lot about the Unity Profiler in relation to CPU profiling, but not as much about the Profile Analyzer (available as a Unity package). Are there any plans to improve it or integrate it into the core Profiler toolset?There are no immediate plans to integrate the Profile Analyzer into the core Editor, but this might change as our profiling tools evolve.Does Unity have any plans to add an option for the GPU Usage Profiler module to appear in percentages like it does in milliseconds?That’s a great idea, and while we can’t say yes or no at the time of this blog post, it’s a request that’s been shared with our R&D teams for possible future consideration.Do you have plans for tackling “Application Not Responding” (ANR) errors that are reported by the Google Play store and don’t contain any stack trace?Although we don’t have specific plans for tracking ANR without stack trace at the moment, we will consider it for the future roadmap.How can I share my feedback to help influence the future development of Unity’s profiling tools?You can keep track of upcoming features and share feedback via our product board and forums. We are also conducting a survey to learn more about our customers’ experience with the profiling tools. If you’ve used profiling tools before (either daily or just once) or are working on a project that requires optimization, we would love to get your input. The survey is designed to take no more than 5–10 minutes to complete.By participating, you’ll also have the chance to opt into a follow-up interview to share more feedback directly with the development team, including the opportunity to discuss potential prototypes of new features.Is there a good rule for determining what counts as a viable low-end device to target?A rule of thumb we hear from many Unity game developers is to target devices that are five years old at the time of your game’s release, as this helps to ensure the largest user base. But we also see teams reducing their release-date scope to devices that are only three years old if they’re aiming for higher graphical quality. A visually complex 3D application, for example, will have higher device requirements than a simple 2D application. This approach allows for a higher “min spec,” but reduces the size of the initial install base. It’s essentially a business decision: Will it cost more to develop for and support old devices than what your game will earn running on them?Sometimes the technical requirements of your game will dictate your minimum target specifications. So if your game uses up large amounts of texture memory even after optimization, but you absolutely cannot reduce quality or resolution, that probably rules out running on phones with insufficient memory. If your rendering solution requires compute shaders, that likely rules out devices with drivers that can’t support OpenGL ES 3.1, Metal, or Vulkan.It’s a good idea to look at market data for your priority target audience. For instance, mobile device specs can vary a lot between countries and regions. Remember to define some target “budgets” so that benchmarking goals for what’s acceptable are set prior to choosing low-end devices for testing.For live service games that will run for years, you’ll need to monitor their compatibility continuously and adapt over time based on both your actual user base and current devices on the market.Is it enough to test performance exclusively on low-end devices to ensure that the game will also run smoothly on high-end ones?It might be, if you have a uniform workload on all devices. However, you still need to consider variations across hardware from different vendors and/or driver versions.It’s common for graphically rich games to have tiers of graphical fidelity – the higher the visual tier, the more resources required on capable devices. This tier selection might be automatic, but increasingly, users themselves can control the choice via a graphical settings menu. For this style of development, you’ll need to test at least one “min spec” target device per feature/workload tier that your game supports.If your game detects the capabilities of the device it’s running on and adapts the graphics output as needed, it could perform differently on higher end devices. So be sure to test on a range of devices with the different quality levels you’ve programmed the title for.Note: In this section, we’ve specified whether the expert answering is from Arm or Unity.Do you have advice for detecting the power range of a device to support automatic quality settings, particularly for mobile?Arm: We typically see developers doing coarse capability binning based on CPU and GPU models, as well as the GPU shader core count. This is never perfect, but it’s “about right.” A lot of studios collect live analytics from deployed devices, so they can supplement the automated binning with device-specific opt-in/opt-out to work around point issues where the capability binning isn’t accurate enough.As related to the previous question, for graphically rich content, we see a trend in mobile toward settings menus where users can choose to turn effects on or off, thereby allowing them to make performance choices that suit their preferences.Unity: Device memory and screen resolution are also important factors for choosing quality settings. Regarding textures, developers should be aware that Render Textures used by effects or post-processing can become a problem on devices with high resolution screens, but without a lot of memory to match.Given the breadth of configurations available (CPU, GPU, SOC, memory, mobile, desktop, console, etc.), can you suggest a way to categorize devices to reduce the number of tiers you need to optimize for?Arm: The number of tiers your team optimizes for is really a game design and business decision, and should be based on how important pushing visual quality is to the value proposition of the game. For some genres it might not matter at all, but for others, users will have high expectations for the visual fidelity.Does the texture memory limit differ among models and brands of Android devices that have the same amount of total system memory?Arm: To a first-order approximation, we would expect the total amount of texture memory to be similar across vendors and hardware generations. There will be minor differences caused by memory layout and alignment restrictions, so it won’t be exactly the same.Is it CPU or GPU usage that contributes the most to overheating on mobile devices?Arm: It’s entirely content dependent. The CPU, GPU, or the DRAM can individually overheat a high-end device if pushed hard enough, even if you ignore the other two completely. The exact balance will vary based on the workload you are running.What tips can you give for profiling on devices that have thermal throttling? What margin would you target to avoid thermal throttling (i.e., targeting 20 ms instead of 33 ms)?Arm: Optimizing for frame time can be misleading on Android because devices will constantly adjust frequency to optimize energy usage, making frame time an incomplete measure by itself. Preferably, monitor CPU and GPU cycles per frame, as well as GPU memory bandwidth per frame, to get some value that is independent of frequency. The cycle target you need will depend on each device’s chip design, so you’ll need to experiment.Any optimization helps when it comes to managing power consumption, even if it doesn’t directly improve frame rate. For example, reducing CPU cycles will reduce thermal load even if the CPU isn’t the critical path for your game.Beyond that, optimizing memory bandwidth is one of the biggest savings you can make. Accessing DRAM is orders of magnitude more expensive than accessing local data on-chip, so watch your triangle budget and keep data types in memory as small as possible.Unity: To limit the impact of CPU clock frequency on the performance metrics, we recommend trying to run at a consistent temperature. There are a couple of approaches for doing this:Run warm: Run the device for a while so that it reaches a stable warm state before profiling.Run cool: Leave the device to cool for a while before profiling. This strategy can eliminate confusion and inconsistency in profiling sessions by taking captures that are unlikely to be thermally throttled. However, such captures will always represent the best case performance a user will see rather than what they might actually see after long play sessions. This strategy can also delay the time between profiling runs due to the need to wait for the cooling period first.With some hardware, you can fix the clock frequency for more stable performance metrics. However, this is not representative of most devices your users will be using, and will not report accurate real-world performance. Basically, it’s a handy technique if you are using a continuous integration setup to check for performance changes in your codebase over time.Any thoughts on Vulkan vs OpenGL ES 3 on Android? Vulkan is generally slower performance-wise. At the same time, many devices lack support for various features on ES3.Arm: Recent drivers and engine builds have vastly improved the quality of the Vulkan implementations available; so for an equivalent workload, there shouldn’t be a performance gap between OpenGL ES and Vulkan (if there is, please let us know). The switch to Vulkan is picking up speed and we expect to see more people choosing Vulkan by default over the next year or two. If you have counterexamples of areas where Vulkan isn’t performing well, please get in touch with us. We’d love to hear from you.What tools can we use to monitor memory bandwidth (RAM <-> VRAM)?Arm: The Streamline Profiler in Arm Mobile Studio can measure bandwidth between Mali GPUs and the external DRAM (or system cache).Should you split graphical assets by device tiers or device resolution?Arm: You can get the best result by retuning assets, but it’s expensive to do. Start by reducing resolution and frame rate, or disabling some optional post-processing effects.What is the best way to record performance metric statistics from our development build?Arm: You can use the Performance Advisor tool in Arm Mobile Studio to automatically capture and export performance metrics from the Mali GPUs, although this comes with a caveat: The generation of JSON reports requires a Professional Edition license.Unity: The Unity Profiler can be used to view common rendering metrics, such as vertex and triangle counts in the Rendering module. Plus you can include custom packages, such as System Metrics Mali, in your project to add low-level Mali GPU metrics to the Unity Profiler.What are your recommendations for profiling shader code?You need a GPU Profiler to do this. The one you choose depends on your target platform. For example, on iOS devices, Xcode’s GPU Profiler includes the Shader Profiler, which breaks down shader performance on a line-by-line basis.Arm Mobile Studio supports Mali Offline Compiler, a static analysis tool for shader code and compute kernels. This tool provides some overall performance estimates and recommendations for the Arm Mali GPU family.When profiling, the general rule is to test your game or app on the target device(s). With the industry moving toward more types of chipsets (Apple M1, Arm, x86 by Intel, AMD, etc.), how can developers profile and pinpoint issues on the many different hardware configurations in a reasonable amount of time?The proliferation of chipsets is primarily a concern on desktop platforms. There are a limited number of hardware architectures to test for console games. On mobile, there’s Apple’s A Series for iOS devices and a range of Arm and Qualcomm architectures for Android – but selecting a manageable list of representative mobile devices is pretty straightforward.On desktop it’s trickier because there’s a wide range of available chipsets and architectures, and buying Macs and PCs for testing can be expensive. Our best advice is to do what you can. No studio has infinite time and money for testing. We generally wouldn’t expect any huge surprises when comparing performance between an Intel x86 CPU and a similarly specced AMD processor, for instance. As long as the game performs comfortably on your minimum spec machine, you should be reasonably confident about other machines. It’s also worth considering using analytics, such as Unity Analytics, to record frame rates, system specs, and player options’ settings to identify hotspots or problematic configurations.We’re seeing more studios move to using at least some level of automated testing for regular on-device profiling, with summary stats published where the whole team can keep an eye on performance across the range of target devices. With well-designed test scenes, this can usually be made into a mechanical process that’s suited for automation, so you don’t need an experienced technical artist or QA tester running builds through the process manually.Do you ever see performance issues on high-end devices that don’t occur on the low-end ones?It’s uncommon, but we have seen it. Often the issue lies in how the project is configured, such as with the use of fancy shaders and high-res textures on high-end devices, which can put extra pressure on the GPU or memory. Sometimes a high-end mobile device or console will use a high-res phone screen or 4K TV output as a selling point but not necessarily have enough GPU power or memory to live up to that promise without further optimization.If you make use of the current versions of the C# Job System, verify whether there’s a job scheduling overhead that scales with the number of worker threads, which in turn, scales with the number of CPU cores. This can result in code that runs more slowly on a 64+ core Threadripper™ than on a modest 4-core or 8-core CPU. This issue will be addressed in future versions of Unity, but in the meantime, try limiting the number of job worker threads by setting JobsUtility.JobWorkerCount.What are some pointers for setting a good frame budget?Most of the time when we talk about frame budgets, we’re talking about the overall time budget for the frame. You calculate 1000/target frames per second (fps) to get your frame budget: 33.33 ms for 30 fps, 16.66 ms for 60 fps, 8.33 ms for 120 Hz, etc. Reduce that number by around 35% if you’re on mobile to give the chips a chance to cool down between each frame. Dividing the budget up to get specific sub-budgets for different features and/or systems is probably overkill except for projects with very specific, predictable systems, or those that make heavy use of Time Slicing.Generally, profiling is the process of finding the biggest bottlenecks – and therefore, the biggest potential performance gains. So rather than saying, “Physics is taking 1.2 ms when the budget only allows for 1 ms,” you might look at a frame and say, “Rendering is taking 6 ms, making it the biggest main thread CPU cost in the frame. How can we reduce that?”It seems like profiling early and often is still not common knowledge. What are your thoughts on why this might be the case?Building, releasing, promoting, and managing a game is difficult work on multiple fronts. So there will always be numerous priorities vying for a developer’s attention, and profiling can fall by the wayside. They know it’s something they should do, but perhaps they’re unfamiliar with the tools and don’t feel like they have time to learn. Or, they don’t know how to fit profiling into their workflows because they’re pushed toward completing features rather than performance optimization.Just as with bugs and technical debt, performance issues are cheaper and less risky to address early on, rather than later in a project’s development cycle. Our focus is on helping to demystify profiling tools and techniques for those developers who are unfamiliar with them. That’s what the profiling e-book and its related blog post and webinar aim to support.Is there a way to exclude certain methods from instrumentation or include only specific methods when using Deep Profiling in the Unity Profiler? When using a lot of async/await tasks, we create large stack traces, but how can we avoid slowing down both the client and the Profiler when Deep Profiling?You can enable Allocation call stacks to see the full call stacks that lead to managed allocations (shown as magenta in the Unity CPU Profiler Timeline view). Additionally, you can – and should! – manually instrument long-running methods and processes by sprinkling ProfilerMarkers throughout your code. There’s currently no way to automatically enable Deep Profiling or disable profiling entirely in specific parts of your application. But manually adding ProfilerMarkers and enabling Allocation call stacks when required can help you dig down into problem areas without having to resort to Deep Profiling.As of Unity 2022.2, you can also use our IgnoredByDeepProfilerAttribute to prevent the Unity Profiler from capturing method calls. Just add the IgnoredByDeepProfiler attribute to classes, structures, and methods.Where can I find more information on Deep Profiling in Unity?Deep Profiling is covered in our Profiler documentation. Then there’s the most in-depth, single resource for profiling information, the Ultimate Guide to profiling Unity games e-book, which links to relevant documentation and other resources throughout.Is it correct that Deep Profiling is only useful for the Allocations Profiler and that it skews results so much that it’s not useful for finding hitches in the game?Deep Profiling can be used to find the specific causes of managed allocations, although Allocation call stacks can do the same thing with less overhead, overall. At the same time, Deep Profiling can be helpful for quickly investigating why one specific ProfilerMarker seems to be taking so long, as it’s more convenient to enable than to add numerous ProfilerMarkers to your scripts and rebuild your game. But yes, it does skew performance quite heavily and so shouldn’t be enabled for general profiling.Is VSync worth setting to every VBlank? My mobile game runs at a very low fps when it’s disabled.Mobile devices force VSync to be enabled at a driver/hardware level, so disabling it in Unity’s Quality settings shouldn’t make any difference on those platforms. We haven’t heard of a case where disabling VSync negatively affects performance. Try taking a profile capture with VSync enabled, along with another capture of the same scene but with VSync disabled. Then compare the captures using Profile Analyzer to try to understand why the performance is so different.How can you determine if the main thread is waiting for the GPU and not the other way around?This is covered in the Ultimate Guide to profiling Unity games. You can also get more information in the blog post, Detecting performance bottlenecks with Unity Frame Timing Manager.Generally speaking, the telltale sign is that the main thread waits for the Render thread while the Render thread waits for the GPU. The specific marker names will differ depending on your target platform and graphics API, but you should look out for markers with names such as “PresentFrame” or “WaitForPresent.”Is there a solid process for finding memory leaks in profiling?Use the Memory Profiler to compare memory snapshots and check for leaks. For example, you can take a snapshot in your main menu, enter your game and then quit, go back to the main menu, and take a second snapshot. Comparing these two will tell you whether any objects/allocations from the game are still hanging around in memory.Does it make sense to optimize and rewrite part of the code for the DOTS system, for mobile devices including VR/AR? Do you use this system in your projects?A number of game projects now make use of parts of the Data-Oriented Technology Stack (DOTS). Native Containers, the C# Job System, Mathematics, and the Burst compilerare all fully supported packages that you can use right away to write optimal, parallelized, high-performance C# (HPC#) code to improve your project’s CPU performance.A smaller number of projects are also using Entities and associated packages, such as the Hybrid Renderer, Unity Physics, and NetCode. However, at this time, the packages listed are experimental, and using them involves accepting a degree of technical risk. This risk derives from an API that is still evolving, missing or incomplete features, as well as the engineering learning curve required to understand Data-Oriented Design (DOD) to get the most out of Unity’s Entity Component System (ECS). Unity engineer Steve McGreal wrote a guide on DOTS best practices, which includes some DOD fundamentals and tips for improving ECS performance.How do you go about setting limits on SetPass calls or shader complexity? Can you even set limits beforehand?Rendering is a complex process and there is no practical way to set a hard limit on the maximum number of SetPass calls or a metric for shader complexity. Even on a fixed hardware platform, such as a single console, the limits will depend on what kind of scene you want to render, and what other work is happening on the CPU and GPU during a frame.That’s why the rule on when to profile is “early and often.” Teams tend to create a “vertical slice” demo early on during production – usually a short burst of gameplay developed to the level of visual fidelity intended for the final game. This is your first opportunity to profile rendering and figure out what optimizations and limits might be needed. The profiling process should be repeated every time a new area or other major piece of visual content is added.Here are additional resources for learning about performance optimization:BlogsOptimize your mobile game performance: Expert tips on graphics and assetsOptimize your mobile game performance: Expert tips on physics, UI, and audio settingsOptimize your mobile game performance: Expert tips on profiling, memory, and code architecture from Unity’s top engineersExpert tips on optimizing your game graphics for consolesProfiling in Unity 2021 LTS: What, when, and howHow-to pagesProfiling and debugging toolsHow to profile memory in UnityBest practices for profiling game performanceE-booksOptimize your console and PC game performanceOptimize your mobile game performanceUltimate guide to profiling Unity gamesLearn tutorialsProfiling CPU performance in Android builds with Android StudioProfiling applications – Made with UnityEven more advanced technical content is coming soon – but in the meantime, please feel free to suggest topics for us to cover on the forum and check out the full roundtable webinar recording.
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  • AMD just launched its 96-core Ryzen Threadripper Pro 9995WX CPU, but I much prefer its cheaper sibling

    AMD’s Threadripper Pro 9995WX offers peak specs and claims record speeds, but its cheaper EPYC 9655P sibling, may deliver smarter value for pros.
    #amd #just #launched #its #96core
    AMD just launched its 96-core Ryzen Threadripper Pro 9995WX CPU, but I much prefer its cheaper sibling
    AMD’s Threadripper Pro 9995WX offers peak specs and claims record speeds, but its cheaper EPYC 9655P sibling, may deliver smarter value for pros. #amd #just #launched #its #96core
    WWW.TECHRADAR.COM
    AMD just launched its 96-core Ryzen Threadripper Pro 9995WX CPU, but I much prefer its cheaper sibling
    AMD’s Threadripper Pro 9995WX offers peak specs and claims record speeds, but its cheaper EPYC 9655P sibling, may deliver smarter value for pros.
    0 Комментарии 0 Поделились 0 предпросмотр
  • The Full Nerd: TechTubers debate Computex’s best and worst PC trends

    Welcome to The Full Nerd newsletter—your weekly dose of hardcore hardware talk from the enthusiasts at PCWorld. In it, we dig into the hottest topics from our YouTube show, plus hot tidbits seen across the web.
    This week, we crack open local Taiwanese beers while chatting about Computex—grab a cold one of your ownas you join us on this fine Friday!

    Want this newsletter to come directly to your inbox? Sign up on our website!

    In this episode of The Full Nerd…
    In this episode of The Full Nerd, it’s all things Computex!
    Live from Taiwan, Adam Patrick Murray joins up with Jeff of CraftComputing, Paul of Paul’s Hardware, and Nick of GearSeekers to chat about the highs and lows of their week. With Computex 2025 being a pretty sleepy show, the guys have a more casual two-hour discussion, with more than one tangent about an enthusiast hot topic near and dear to the individual’s heart.

    AI and enterprise servers benefitting us consumers? Nvidia’s hijinks for RTX 5060 review timing? Worst of Computex? Best of Computex? Yep, those are all covered. And a lot more, too.
    Finishing out Computex strong.Willis Lai / Foundry

    I literally did a double-take when Paul described this Computex’s vibe as the “enterprise sector being all sexy.” What? And yet, somehow, the tech industry’s latest favorite buzzword could mean good things for consumers. As Jeff explains that AI’s effect on enterprise servers could have benefits for us at home—like if the bubble bursts and suddenly all that hardware makes it our way. Or as Adam shares from a talk with SilverStone, we could see more powerful cooling solutions get adapted over, like thick radiators. There’s a muscle build waiting to happen.

    Is it a resistance? Or is a reprisal? PC reviewers are upset about Nvidia’s review practices—namely, its decisions for its release of its new RTX 5060 graphics card. Sure, reviewers got samples in hand before the launch, but not a pre-release driver—and the launch happened during Computex. In other words? The inability to run numbers in a timely fashion, meaning potential buyers couldn’t make informed decisions when considering this new 50-series GPU.
    Should reviewers complain about not having functional free cards before launch? It’s not that simple, says Nick. He points out a review sample isn’t free, since so much work goes into running numbers and presenting the data. Readers and viewers expect to have information to guide them, and when reviewers can’t provide it, it’s problematic.

    Aesthetics vs performance—an age-old question, and one that bubbles up as Adam kicks off the Computex disappointments by naming the Hyte X50 & X50 Air.Jeff pushes back, willing to sacrifice a few percent for the joy of looking at something he likes. More disappointing to him? Corsair Air 5400D, the company’s first triple-chamber case that has no panel on one side. And blocks the installation of additional PCI-e add-in cards. But that’s not the only thing that baffled the guys—Paul and Nick have their own nits to pick, too.I’m fully on-board with Paul’s pick for best in show. In fact, I may have decided on my own top pick for PCWorld’s Best of Computex roundup after watching his report from G.Skill’s booth. Memory DIMMs may not sound racy, but a set in neon yellow and neon orange can make you reconsider.But no one can rival Adam’s enthusiasm for his top pick. In fact, he waxes so poetic about scented thermal paste that I’m slightly reconsidering my stance against it. Still don’t think I’d build with it, but okay, I guess I could at least see it in person. Not sure about that baby-diaper smelling one, though.
    But these topics aren’t the whole of the conversation. Strap in for chatter about AMD’s Radeon strategy, the level of consumer interest in power efficiency, fab capacity, and more.
    Bummed you missed the live show? Subscribe now to The Full Nerd YouTube channel, and activate notifications. We also answer viewer questions in real-time! 
    And if you need more hardware talk during the rest of the week, come join our Discord community—it’s full of cool, laid-back nerds.
    This week’s best nerd news
    Some things should be left in the past. Or at least made with aluminum and a shiny clear coat.Foundry
    Hardware, software, we love all the cool stuff meant for nerdy brains.
    This week is chock full of Computex reveals—which are especially exciting because unlike CES, you can mostly count on seeing these products arrive on retail shelves. The only wrinkle? Pricing may not be certain for U.S. residents, due to ongoing fluctuations with tariffs.

    Get an AMD RX 9060 XT, not Nvidia’s RTX 5060 Ti? AMD claims its upcoming Radeon graphics card costs less and performs better than the Nvidia RTX 5060 and RTX 5060 Ti. If reviews agree, this card will be a boon for mid-range gamers upon its June 5 release.
    Microsoft dropped a PC into coolant designed by AI: I have my doubts about AI’s usefulness, but this experiment at Microsoft Build was pretty dang cool. There was even a demo of Forza Motorsport played on the submersed hardware!
    SilverStone made a throwback beige PC case: I’m going to catch heat from the internetfor this, but I hated the beige boxes of the 1990s and still do. However, this retro-style case does come with a lock. And a Turbo button. Hmm.
    Cooler Master’s all-metal case fan is metal as heck: Its Masterfan XT Pro can hit such a high RPMthat the product has to ship with a fin grill for safety. But only on the front. Watch your fingers.
    Noctua brings brown town to AIO coolers: A special kind of person loves Noctua’s signature color scheme. Now you’ll no longer need to choose between love for water cooling and for so much brown and tan.
    A split mechanical gaming keyboard for the masses!: An ergonomic keyboard that doesn’t feel gross when typing? And also a gaming keyboard? Sign me up. Y’all, this thing can be tented.I want Hyte’s X50 case very badly: I mentioned how much I want one in red, right? Adam’s so wrong about the bubbly edges. It’s so refreshing among a sea of sharp-edged boxy cases.
    AMD is dropping a 96-core Threadripper CPU: For when you crave workstation performance but not workstation prices. Ninety-six cores and 128 threads.

    That’s all for this week—for all my fellow U.S. residents, enjoy the long holiday weekend!
    -Alaina
    This newsletter is dedicated to the memory of Gordon Mah Ung, founder and host of The Full Nerd, and executive editor of hardware at PCWorld. Want The Full Nerd newsletter to come directly to your inbox every Friday morning? Sign up on our website!
    #full #nerd #techtubers #debate #computexs
    The Full Nerd: TechTubers debate Computex’s best and worst PC trends
    Welcome to The Full Nerd newsletter—your weekly dose of hardcore hardware talk from the enthusiasts at PCWorld. In it, we dig into the hottest topics from our YouTube show, plus hot tidbits seen across the web. This week, we crack open local Taiwanese beers while chatting about Computex—grab a cold one of your ownas you join us on this fine Friday! Want this newsletter to come directly to your inbox? Sign up on our website! In this episode of The Full Nerd… In this episode of The Full Nerd, it’s all things Computex! Live from Taiwan, Adam Patrick Murray joins up with Jeff of CraftComputing, Paul of Paul’s Hardware, and Nick of GearSeekers to chat about the highs and lows of their week. With Computex 2025 being a pretty sleepy show, the guys have a more casual two-hour discussion, with more than one tangent about an enthusiast hot topic near and dear to the individual’s heart. AI and enterprise servers benefitting us consumers? Nvidia’s hijinks for RTX 5060 review timing? Worst of Computex? Best of Computex? Yep, those are all covered. And a lot more, too. Finishing out Computex strong.Willis Lai / Foundry I literally did a double-take when Paul described this Computex’s vibe as the “enterprise sector being all sexy.” What? And yet, somehow, the tech industry’s latest favorite buzzword could mean good things for consumers. As Jeff explains that AI’s effect on enterprise servers could have benefits for us at home—like if the bubble bursts and suddenly all that hardware makes it our way. Or as Adam shares from a talk with SilverStone, we could see more powerful cooling solutions get adapted over, like thick radiators. There’s a muscle build waiting to happen. Is it a resistance? Or is a reprisal? PC reviewers are upset about Nvidia’s review practices—namely, its decisions for its release of its new RTX 5060 graphics card. Sure, reviewers got samples in hand before the launch, but not a pre-release driver—and the launch happened during Computex. In other words? The inability to run numbers in a timely fashion, meaning potential buyers couldn’t make informed decisions when considering this new 50-series GPU. Should reviewers complain about not having functional free cards before launch? It’s not that simple, says Nick. He points out a review sample isn’t free, since so much work goes into running numbers and presenting the data. Readers and viewers expect to have information to guide them, and when reviewers can’t provide it, it’s problematic. Aesthetics vs performance—an age-old question, and one that bubbles up as Adam kicks off the Computex disappointments by naming the Hyte X50 & X50 Air.Jeff pushes back, willing to sacrifice a few percent for the joy of looking at something he likes. More disappointing to him? Corsair Air 5400D, the company’s first triple-chamber case that has no panel on one side. And blocks the installation of additional PCI-e add-in cards. But that’s not the only thing that baffled the guys—Paul and Nick have their own nits to pick, too.I’m fully on-board with Paul’s pick for best in show. In fact, I may have decided on my own top pick for PCWorld’s Best of Computex roundup after watching his report from G.Skill’s booth. Memory DIMMs may not sound racy, but a set in neon yellow and neon orange can make you reconsider.But no one can rival Adam’s enthusiasm for his top pick. In fact, he waxes so poetic about scented thermal paste that I’m slightly reconsidering my stance against it. Still don’t think I’d build with it, but okay, I guess I could at least see it in person. Not sure about that baby-diaper smelling one, though. But these topics aren’t the whole of the conversation. Strap in for chatter about AMD’s Radeon strategy, the level of consumer interest in power efficiency, fab capacity, and more. Bummed you missed the live show? Subscribe now to The Full Nerd YouTube channel, and activate notifications. We also answer viewer questions in real-time!  And if you need more hardware talk during the rest of the week, come join our Discord community—it’s full of cool, laid-back nerds. This week’s best nerd news Some things should be left in the past. Or at least made with aluminum and a shiny clear coat.Foundry Hardware, software, we love all the cool stuff meant for nerdy brains. This week is chock full of Computex reveals—which are especially exciting because unlike CES, you can mostly count on seeing these products arrive on retail shelves. The only wrinkle? Pricing may not be certain for U.S. residents, due to ongoing fluctuations with tariffs. Get an AMD RX 9060 XT, not Nvidia’s RTX 5060 Ti? AMD claims its upcoming Radeon graphics card costs less and performs better than the Nvidia RTX 5060 and RTX 5060 Ti. If reviews agree, this card will be a boon for mid-range gamers upon its June 5 release. Microsoft dropped a PC into coolant designed by AI: I have my doubts about AI’s usefulness, but this experiment at Microsoft Build was pretty dang cool. There was even a demo of Forza Motorsport played on the submersed hardware! SilverStone made a throwback beige PC case: I’m going to catch heat from the internetfor this, but I hated the beige boxes of the 1990s and still do. However, this retro-style case does come with a lock. And a Turbo button. Hmm. Cooler Master’s all-metal case fan is metal as heck: Its Masterfan XT Pro can hit such a high RPMthat the product has to ship with a fin grill for safety. But only on the front. Watch your fingers. Noctua brings brown town to AIO coolers: A special kind of person loves Noctua’s signature color scheme. Now you’ll no longer need to choose between love for water cooling and for so much brown and tan. A split mechanical gaming keyboard for the masses!: An ergonomic keyboard that doesn’t feel gross when typing? And also a gaming keyboard? Sign me up. Y’all, this thing can be tented.I want Hyte’s X50 case very badly: I mentioned how much I want one in red, right? Adam’s so wrong about the bubbly edges. It’s so refreshing among a sea of sharp-edged boxy cases. AMD is dropping a 96-core Threadripper CPU: For when you crave workstation performance but not workstation prices. Ninety-six cores and 128 threads. That’s all for this week—for all my fellow U.S. residents, enjoy the long holiday weekend! -Alaina This newsletter is dedicated to the memory of Gordon Mah Ung, founder and host of The Full Nerd, and executive editor of hardware at PCWorld. Want The Full Nerd newsletter to come directly to your inbox every Friday morning? Sign up on our website! #full #nerd #techtubers #debate #computexs
    WWW.PCWORLD.COM
    The Full Nerd: TechTubers debate Computex’s best and worst PC trends
    Welcome to The Full Nerd newsletter—your weekly dose of hardcore hardware talk from the enthusiasts at PCWorld. In it, we dig into the hottest topics from our YouTube show, plus hot tidbits seen across the web. This week, we crack open local Taiwanese beers while chatting about Computex—grab a cold one of your own (or maybe some Kuai Kuai chips?) as you join us on this fine Friday! Want this newsletter to come directly to your inbox? Sign up on our website! In this episode of The Full Nerd… In this episode of The Full Nerd, it’s all things Computex! Live from Taiwan, Adam Patrick Murray joins up with Jeff of CraftComputing, Paul of Paul’s Hardware, and Nick of GearSeekers to chat about the highs and lows of their week. With Computex 2025 being a pretty sleepy show, the guys have a more casual two-hour discussion, with more than one tangent about an enthusiast hot topic near and dear to the individual’s heart. AI and enterprise servers benefitting us consumers? Nvidia’s hijinks for RTX 5060 review timing? Worst of Computex? Best of Computex? Yep, those are all covered. And a lot more, too. Finishing out Computex strong.Willis Lai / Foundry I literally did a double-take when Paul described this Computex’s vibe as the “enterprise sector being all sexy.” What? And yet, somehow, the tech industry’s latest favorite buzzword could mean good things for consumers. As Jeff explains that AI’s effect on enterprise servers could have benefits for us at home—like if the bubble bursts and suddenly all that hardware makes it our way. Or as Adam shares from a talk with SilverStone, we could see more powerful cooling solutions get adapted over, like thick radiators. There’s a muscle build waiting to happen. Is it a resistance? Or is a reprisal? PC reviewers are upset about Nvidia’s review practices—namely, its decisions for its release of its new RTX 5060 graphics card. Sure, reviewers got samples in hand before the launch, but not a pre-release driver—and the launch happened during Computex. In other words? The inability to run numbers in a timely fashion, meaning potential buyers couldn’t make informed decisions when considering this new 50-series GPU. Should reviewers complain about not having functional free cards before launch? It’s not that simple, says Nick. He points out a review sample isn’t free, since so much work goes into running numbers and presenting the data. Readers and viewers expect to have information to guide them, and when reviewers can’t provide it, it’s problematic. Aesthetics vs performance—an age-old question, and one that bubbles up as Adam kicks off the Computex disappointments by naming the Hyte X50 & X50 Air. (He’s very wrong. The X50 in red is going to look so good on my desk.) Jeff pushes back, willing to sacrifice a few percent for the joy of looking at something he likes. More disappointing to him? Corsair Air 5400D, the company’s first triple-chamber case that has no panel on one side. And blocks the installation of additional PCI-e add-in cards. But that’s not the only thing that baffled the guys—Paul and Nick have their own nits to pick, too. (You’ll have to watch the episode for that pun’s context!) I’m fully on-board with Paul’s pick for best in show. In fact, I may have decided on my own top pick for PCWorld’s Best of Computex roundup after watching his report from G.Skill’s booth. Memory DIMMs may not sound racy, but a set in neon yellow and neon orange can make you reconsider. (I prefer the sparkly silver concept finish. Speaking of, go tell G.Skill you like it too, so it becomes a thing.) But no one can rival Adam’s enthusiasm for his top pick. In fact, he waxes so poetic about scented thermal paste that I’m slightly reconsidering my stance against it. Still don’t think I’d build with it, but okay, I guess I could at least see it in person. Not sure about that baby-diaper smelling one, though. But these topics aren’t the whole of the conversation. Strap in for chatter about AMD’s Radeon strategy, the level of consumer interest in power efficiency (it’s the U.S. vs the rest of the world), fab capacity, and more. Bummed you missed the live show? Subscribe now to The Full Nerd YouTube channel, and activate notifications. We also answer viewer questions in real-time!  And if you need more hardware talk during the rest of the week, come join our Discord community—it’s full of cool, laid-back nerds. This week’s best nerd news Some things should be left in the past. Or at least made with aluminum and a shiny clear coat.Foundry Hardware, software, we love all the cool stuff meant for nerdy brains. This week is chock full of Computex reveals—which are especially exciting because unlike CES, you can mostly count on seeing these products arrive on retail shelves. The only wrinkle? Pricing may not be certain for U.S. residents, due to ongoing fluctuations with tariffs. Get an AMD RX 9060 XT, not Nvidia’s RTX 5060 Ti? AMD claims its upcoming Radeon graphics card costs less and performs better than the Nvidia RTX 5060 and RTX 5060 Ti. If reviews agree, this $350 card will be a boon for mid-range gamers upon its June 5 release. Microsoft dropped a PC into coolant designed by AI: I have my doubts about AI’s usefulness, but this experiment at Microsoft Build was pretty dang cool. There was even a demo of Forza Motorsport played on the submersed hardware! SilverStone made a throwback beige PC case: I’m going to catch heat from the internet (and my coworkers) for this, but I hated the beige boxes of the 1990s and still do. However, this retro-style case does come with a lock. And a Turbo button. Hmm. Cooler Master’s all-metal case fan is metal as heck: Its Masterfan XT Pro can hit such a high RPM (4,000) that the product has to ship with a fin grill for safety. But only on the front. Watch your fingers. Noctua brings brown town to AIO coolers: A special kind of person loves Noctua’s signature color scheme (truly, one of our Discord server members is like this and he’s a gem). Now you’ll no longer need to choose between love for water cooling and for so much brown and tan. A split mechanical gaming keyboard for the masses!: An ergonomic keyboard that doesn’t feel gross when typing? And also a gaming keyboard? Sign me up. Y’all, this thing can be tented. (Vertical pitch makes this kind of design way more comfy.) I want Hyte’s X50 case very badly: I mentioned how much I want one in red, right? Adam’s so wrong about the bubbly edges. It’s so refreshing among a sea of sharp-edged boxy cases. AMD is dropping a 96-core Threadripper CPU: For when you crave workstation performance but not workstation prices. Ninety-six cores and 128 threads. That’s all for this week—for all my fellow U.S. residents, enjoy the long holiday weekend! -Alaina This newsletter is dedicated to the memory of Gordon Mah Ung, founder and host of The Full Nerd, and executive editor of hardware at PCWorld. Want The Full Nerd newsletter to come directly to your inbox every Friday morning? Sign up on our website!
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  • Everything AMD Revealed at Its Computex 2025 Press Conference in 19 Minutes

    AMD was at Computex in Taipei this week to introduce some new hardware that PC builders might want to consider for their desktop builds.The first major announcement is new graphics cards, AMD’s Radeon RX 9060 XT, which will launch on June 5. The company is trying to make waves by pricing the 9060XT at a surprisingly low for the 8GB model and for 16GB version. "The fastest graphics card available under ” AMD SVP Jack Huynh said at the company's press conference.The RX 9060 XT cards have been designed for 1440p gaming. The products also outperform Nvidia’s slightly pricier RTX 5060 Ti by about 6% across 40 games when measured without AI-powered upscaling or frame generation, Huynh said. Stay tuned for our review. Still, we’re skeptical AMD can maintain the low price, considering the company’s other graphics card, the RX 9070XT, has been selling closer to to rather than the original starting price. Trump’s tariffs, low supplies, and greed from AMD’s GPU partners have all been blamed as factors for the price increases. Recommended by Our EditorsThe second major announcement involved new heavy-duty Threadripper 9000 CPUs meant to to power high-end workstation PCs and home desktop builds that want to go beyond a mere 16 cores. The new Threadrippers have been upgraded over the older 7000 series by using a 4-nanometer Zen 5 architecture. The Threadripper Pro 9000 series is meant for corporate workstation, with the most powerful chip, the 9995WX, containing a whopping 96 CPU cores and 192 threads. “There’s no contest here. This is absolute workload domination,” Huynh said while comparing the 9995WX against Intel’s Xeon W9-3595X chip. The company will also release Threadripper 9000 processors for home PCs with three CPU models that’ll offer 24, 32 or 64 CPU cores. Although no pricing was announced, expect the home desktop versions to cost from to based on the pricing for the 7000 series. The new Threadripper chips are slated to arrive in July.
    #everything #amd #revealed #its #computex
    Everything AMD Revealed at Its Computex 2025 Press Conference in 19 Minutes
    AMD was at Computex in Taipei this week to introduce some new hardware that PC builders might want to consider for their desktop builds.The first major announcement is new graphics cards, AMD’s Radeon RX 9060 XT, which will launch on June 5. The company is trying to make waves by pricing the 9060XT at a surprisingly low for the 8GB model and for 16GB version. "The fastest graphics card available under ” AMD SVP Jack Huynh said at the company's press conference.The RX 9060 XT cards have been designed for 1440p gaming. The products also outperform Nvidia’s slightly pricier RTX 5060 Ti by about 6% across 40 games when measured without AI-powered upscaling or frame generation, Huynh said. Stay tuned for our review. Still, we’re skeptical AMD can maintain the low price, considering the company’s other graphics card, the RX 9070XT, has been selling closer to to rather than the original starting price. Trump’s tariffs, low supplies, and greed from AMD’s GPU partners have all been blamed as factors for the price increases. Recommended by Our EditorsThe second major announcement involved new heavy-duty Threadripper 9000 CPUs meant to to power high-end workstation PCs and home desktop builds that want to go beyond a mere 16 cores. The new Threadrippers have been upgraded over the older 7000 series by using a 4-nanometer Zen 5 architecture. The Threadripper Pro 9000 series is meant for corporate workstation, with the most powerful chip, the 9995WX, containing a whopping 96 CPU cores and 192 threads. “There’s no contest here. This is absolute workload domination,” Huynh said while comparing the 9995WX against Intel’s Xeon W9-3595X chip. The company will also release Threadripper 9000 processors for home PCs with three CPU models that’ll offer 24, 32 or 64 CPU cores. Although no pricing was announced, expect the home desktop versions to cost from to based on the pricing for the 7000 series. The new Threadripper chips are slated to arrive in July. #everything #amd #revealed #its #computex
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    Everything AMD Revealed at Its Computex 2025 Press Conference in 19 Minutes
    AMD was at Computex in Taipei this week to introduce some new hardware that PC builders might want to consider for their desktop builds.The first major announcement is new graphics cards, AMD’s Radeon RX 9060 XT, which will launch on June 5. The company is trying to make waves by pricing the 9060XT at a surprisingly low $299 for the 8GB model and $349 for 16GB version. "The fastest graphics card available under $350,” AMD SVP Jack Huynh said at the company's press conference.(Credit: PCMag/Matthew Buzzi)The RX 9060 XT cards have been designed for 1440p gaming. The products also outperform Nvidia’s slightly pricier RTX 5060 Ti by about 6% across 40 games when measured without AI-powered upscaling or frame generation, Huynh said. Stay tuned for our review. Still, we’re skeptical AMD can maintain the low price, considering the company’s other graphics card, the RX 9070XT, has been selling closer to $729 to $899, rather than the original $599 starting price. Trump’s tariffs, low supplies, and greed from AMD’s GPU partners have all been blamed as factors for the price increases. Recommended by Our Editors(Credit: PCMag/Matthew Buzzi)The second major announcement involved new heavy-duty Threadripper 9000 CPUs meant to to power high-end workstation PCs and home desktop builds that want to go beyond a mere 16 cores. The new Threadrippers have been upgraded over the older 7000 series by using a 4-nanometer Zen 5 architecture. The Threadripper Pro 9000 series is meant for corporate workstation, with the most powerful chip, the 9995WX, containing a whopping 96 CPU cores and 192 threads. “There’s no contest here. This is absolute workload domination,” Huynh said while comparing the 9995WX against Intel’s Xeon W9-3595X chip. The company will also release Threadripper 9000 processors for home PCs with three CPU models that’ll offer 24, 32 or 64 CPU cores. Although no pricing was announced, expect the home desktop versions to cost from $1,500 to $5,000, based on the pricing for the 7000 series. The new Threadripper chips are slated to arrive in July.
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