Tag: Ryzen 7 5800X3D

  • AMD Zen 7 Leak: New 3D Core, IPC Boost, Release Date & More

    AMD Zen 7 Leak: New 3D Core, IPC Boost, Release Date & More

    Key Takeaways

    1. AMD’s Zen 7 CPU architecture is expected to focus on enhancing efficiency, IPC (Instructions Per Cycle), and frequency, rather than significantly increasing core count compared to Zen 6.

    2. The introduction of a 3D Core is a key feature of Zen 7, utilizing advanced TSMC process nodes (1.4 nm for core chiplets and 4 nm for V-Cache chiplets).

    3. Zen 7 is anticipated to achieve a 15-25% IPC improvement over Zen 6, with each core featuring 2 MB of on-die L2 cache and 7 MB of L3 cache, extending the 3D V-Cache concept.

    4. AMD’s Epyc Zen 7 server processors may include 33-core chiplets, potentially allowing for total core counts of up to 264, with backward compatibility to Zen 6 IODs.

    5. The projected timeline for Zen 7 includes a “Tape Out” in October 2026, with a full launch expected by late 2027 or early 2028.


    By all accounts, it seems we still have over a year to wait before AMD reveals its next-generation Zen 6 CPU architecture. However, this hasn’t deterred Moore’s Law Is Dead from providing some insights about Zen 7, the successor to Zen 6. Recently, we reported that AMD has significant ambitions for Zen 7, including the launch of a 3D Core.

    Insights on Zen 7

    Moore’s Law Is Dead has shared more details about Zen 7 and AMD’s innovative 3D Cores. The source suggests that while Zen 7 may not significantly increase the core count compared to Zen 6, AMD plans to enhance efficiency, IPC, and frequency across all core types. Currently, AMD is said to be developing a single Zen 7 CPU architecture and dividing it into five distinct variants.

    Exciting Developments

    While MLID outlines some of AMD’s architectural and design objectives for Zen 7, the most intriguing aspect is the rumored 3D Core. Based on internal documents allegedly seen by MLID and confirmed through an AMD insider, AMD is reportedly choosing the advanced TSMC 1.4 nm process node for Zen 7 core chiplets and a 4 nm process for V-Cache chiplets. Even though this approach may raise costs, AMD appears committed to using the latest TSMC process node for its CPU cores.

    Performance Expectations

    With this cutting-edge process, Zen 7 is expected to achieve a 15-25% IPC improvement over Zen 6. This increase in IPC may be influenced by the cache modifications that AMD plans to implement in Zen 7 CPUs. The leaker indicates that Zen 7 processors will come with 2 MB of on-die L2 cache per core and 7 MB of L3 cache per core, utilizing V-Cache chiplets. This effectively means that AMD is extending the 3D V-Cache concept it first introduced with the Ryzen 7 5800X3D, giving each Zen 7 CPU core its own V-Cache, thus coining the term “3D Core.”

    If AMD successfully launches a 3D Core, it’s easy to imagine that Zen 7 CPUs could deliver outstanding gaming performance, especially since the leading gaming CPUs available today are AMD models featuring a dedicated L3 “3D V-Cache” component.

    Server Chip Developments

    Furthermore, MLID asserts that AMD’s Epyc Zen 7 server processors will incorporate 33-core chiplets, potentially leading to a total core count of up to 264. Additionally, it seems that the Zen 7 Epyc core chiplets will be backward compatible with Zen 6 IODs, which AMD plans to unveil next year.

    MLID mentions that AMD’s current goal for the “Tape Out” of Zen 7 is set for October 2026. Team Red is reportedly aiming for a full launch by the end of 2027 or the beginning of 2028.

    Finally, the fact that Zen 7 is more than two years away suggests that the information provided by MLID should be taken with caution. We will likely hear official confirmations about Zen 7 only once Zen 6 CPUs are available on the market.

    Source:
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  • Doom Returnal Review: Conquer Doom – The Dark Ages with Strategy

    Key Takeaways

    1. Gameplay Changes: Doom: The Dark Ages introduces a shield for gameplay, altering the dynamics from Doom Eternal by focusing more on mobility, parrying, and melee combat rather than traditional weapons.

    2. Performance and Technical Aspects: The game runs on the new idTech8 engine, requiring around 70 GB of storage, and performs well on various systems, delivering smooth gameplay even on high settings.

    3. Exploration and Game Structure: While primarily linear, the game includes open-world segments for tackling objectives, with a focus on exploration and collecting upgrades through mini-boss encounters instead of traditional collectible hunts.

    4. Weapon System Overhaul: The absence of weapon mods is replaced by weapon classes that offer variants, allowing players to customize their approach, though ammo management remains critical.

    5. Soundtrack and Lore Development: The game features a new soundtrack that, while metal-heavy, doesn’t match the impact of previous entries, and it expands the lore by exploring events before Doom 2016 while introducing new villains and narrative depth.


    Doom Eternal concluded the story from Doom 2016 quite effectively with its second DLC. This set the stage for Doom: The Dark Ages, which allowed idSoftware to take the series in a fresh and exciting direction. And it did so in a remarkable way. The experience feels like three games combined into one neat package, and I’m totally onboard with that. From the very beginning, Doom: The Dark Ages makes it clear that it is a different beast from Eternal. You begin with a shield. Yes, a shield in a Doom game. This shield becomes crucial for gameplay, providing mobility, clearing weaker enemies, blocking damage, and parrying attacks. Alongside melee weapons, the shield will be your main tools for most of the game, while traditional weapons almost seem secondary at first. More on that later.

    Changing Dynamics

    One of the first things you’ll notice is that the Doom Slayer feels much heftier. He has a real weight to him, and when you fall from high places, low-tier demons vanish around the point of impact. The double dash and the verticality found in previous titles are missing. The motto “Stand and Fight” is almost misleading, because if you stay still, you’re likely to get killed. The annoying tutorials are eliminated now, allowing you to test weapons on real demons rather than being stuck in a tutorial limbo.

    Unlike typical AAA games that often require over 100 GB of storage, Doom: The Dark Ages only needs about 70 GB. It would have been iconic if it was 66 GB, you know, because of the history of Doom. Technically, it’s one of the more demanding games released this year. I’ve been playing on a Ryzen 7 5800X3D with a GeForce RTX 3080 Ti, and it’s been very smooth. With settings maxed out on Ultra Nightmare, I’ve been able to maintain an average of 80–100 FPS with DLSS Quality turned on. The game runs on the new idTech8 engine, the same one used for Indiana Jones and the Great Circle. Path Tracing wasn’t enabled in our review copy, but it should be available at launch. We’ll have a separate piece detailing how Doom: The Dark Ages performs on maximum settings shortly after its release. For now, here’s how it worked on several laptops we tested.

    Performance on Various Systems

    You should find it runs easily on lower-end machines. Unfortunately, I couldn’t get it to work on my Steam Deck, likely due to missing drivers. It’s not Deck Verified, and according to the minimum system requirements, it likely won’t officially support it. Still, idSoftware continues to prove why they are top-tier in the gaming industry. During my gameplay, I encountered just one pesky bug where a monster appeared slightly out of bounds, halting my ability to finish that fight. A bit of quick thinking later, I dealt with it, and the game resumed normally. Doom: The Dark Ages is closely tied to Nvidia, and here’s how it performs with DLSS. Frame Generation gives a boost, but it does introduce some input latency. However, in this game, that isn’t as noticeable at up to 1440p on a laptop with an RTX 5080 GPU. It becomes more apparent at 4K, but realistically, a desktop GPU or an RTX 5090 would be better for that resolution.

    You’ll need to retrain your muscle memory from Doom Eternal to get into the groove of Doom: The Dark Ages. It’s not too hard, and soon you’ll be ripping and tearing again. The core gameplay loop remains unchanged. You progress through areas, battle demons, and unlock new regions. Rinse and repeat. As you advance, segments are broken up by traversal puzzles. These puzzles aren’t as challenging as those in earlier games, but hey, the frustrating platforming sections are thankfully gone.

    Game Structure and Exploration

    Most of the game offers a linear experience, which is expected, but there are a few “open-world” segments where you can tackle objectives in any order. On regular difficulty, there’s no real incentive to prefer certain areas over others, but this could shift at Nightmare difficulty where upgrade materials found in the open world could give you an edge in tougher encounters.

    The ‘lives’ system from Doom Eternal is back, but you’re limited to three at a time. If you check your map and explore thoroughly, you shouldn’t run out, as each map has a few lives scattered around. You probably won’t die much early on at lower difficulties, and if you do run out of lives, you can always replay earlier levels to gather any lives you missed.

    Parrying is key to the gameplay, and mastering it makes encounters significantly easier. Not everything can be parried, but anything that can is marked in bright green. If that color doesn’t please you, you can change it in the settings to something that fits your style. You can parry both melee attacks and projectiles, though the former requires quick reflexes. You’ll often find yourself in chaotic situations with numerous projectiles flying at you. More like Doom Returnal.

    Unique Gameplay Elements

    Doom: The Dark Ages breaks the monotony by allowing you to control a massive Atlan mech. While in the mech, you’ll exclusively battle Titans scattered throughout the map. The mech combat feels a bit clunky, and the movement isn’t as smooth as other gameplay sections. Most encounters are close combat, but the game does throw in a weapon or two. And yes, parrying exists here too, in the form of perfect dodges. Fortunately, there aren’t too many mech levels, and they’re relatively short.

    In contrast, the dragon segments are much more enjoyable. The flight controls are fantastic, and there’s a certain thrill in breathing fire down a Titan’s throat, far more satisfying than just beating one to submission with fists. While the Titan segments are mostly linear, there’s still plenty to discover, so make sure to explore every corner.

    Speaking of upgrades, you no longer need to scour the map for Sentinel crystals or keys. Health, armor, and ammo upgrades are now linked to specific mini-bosses that appear from time to time. You’ll encounter most of them fairly easily, but some require optional encounters. This new approach makes upgrading less tedious, but it has some downsides.

    Upgrade Systems and Collectibles

    For one, you don’t choose what aspect of your character to upgrade. Want that extra health for survival? Sorry, here’s an ammo upgrade for a weapon you rarely use. From a balance perspective, it makes sense to prevent players from becoming too powerful too quickly. Personally, I’m not a fan of this change, but your experience may differ.

    Gear upgrades have also undergone significant changes. You now need to find gold to upgrade your shield, melee weapons, and guns at Sentinel shrines. While most levels have gold located conveniently, you’ll often find it hidden in hard-to-reach places. Once again, keeping an eye on the mini-map will help you gather enough gold.

    At higher upgrade tiers, you’ll need Rubies and Wraithstones. Unlike gold, these are much harder to find and usually require discovering secret areas. Wraithstones often require you to complete challenges involving destroying a set number of objects scattered around the map. Unlike gold and other collectibles, these don’t have markers, so you’ll need to stay vigilant.

    As a franchise known for its secret hunting, Doom: The Dark Ages includes a variety of collectible items like lore entries, weapon skins, and toys hidden throughout the maps. Some are easy to spot, while others will necessitate substantial backtracking. I’m not the best at finding secrets, but I managed to collect most of them on my first attempt, and you should too.

    Weapons and Enemies

    Now, let’s talk about weapons, a vital component of any Doom title. Weapon mods are no more, but they exist in spirit as weapon classes. As you progress, you unlock different variants of weapons, each designed for specific tasks. For instance, you start with a standard shotgun and later receive its more powerful counterpart, the super shotgun.

    Except for one, each weapon class offers two variants. And yes, there’s a BFG, although it goes by a different name. Bethesda showcased it in the second trailer, and if you paid close attention, you might already know what it is. It’s now a crossbow and packs just as much of a punch. And yes, ammo for it is limited and hidden away, so don’t waste it all at once.

    Once you fully upgrade a weapon, optional challenges unlock that require you to perform specific tasks with that weapon. You’re not obligated to complete them unless you want to earn all achievements. Weapons that initially felt underwhelming become quite powerful after a few upgrades. Like in Doom Eternal, quick switching is essential since you will run out of ammo.

    Doom: The Dark Ages brings back the traditional cast of Doom monsters, with a few notable absences you may notice. The lower-tier enemies still include imps, zombies, soldiers, and two different types of shield bearers. You’ll also encounter Mancubus, Arachnotrons, Cacodemons, Cyberdemons, and a few others. Sadly, no Marauder this time.

    While each level has ammo dumps scattered around, your primary source remains low-level enemies. The absence of a chainsaw makes acquiring ammo feel less intense. Some might argue that a chainsaw doesn’t fit thematically in a medieval setting, but then again, neither do shotguns and giant mechs.

    Soundtrack and Lore

    Since Mick Gordon blew everyone away with the soundtracks for Doom 2016 and Doom Eternal, music has become a defining feature of the series. Tracks like ‘BFG Division’ and ‘Rip and Tear’ are now part of internet lore. Mick’s unique blend of Djent, metal, dubstep, and industrial sounds truly makes you feel like the Doom Slayer—an entity too angry to die. In ‘Cultist Base’, the intensity hits you when the music kicks in (yes, really). It perfectly complements the ripping and tearing happening on screen. ‘The Only Thing They Fear is You’ does the same, placing you firmly in the Slayer’s mindset.

    Finishing Move Inc took on the task of continuing Mick’s legacy, but sadly, they missed the mark. While the game features a distortion-heavy metal soundtrack, it fails to evoke the same visceral rage as Mick’s tracks. It feels more like a corporate attempt at edginess. You’ll understand what I mean after some time. Given how poorly Mick was treated previously, it’s understandable why they won’t collaborate again. But I can’t help but wonder why Bethesda didn’t consider someone like Andrew Hulshult, who did an excellent job with The Ancient Gods’ scores.

    Let’s be honest, until Doom 2016, the story wasn’t important. But now that idSoftware has created a rich universe with deep lore, it’s hard to overlook it. Doom: The Dark Ages, as the title suggests, takes place before the events of both previous Doom games. You start as a pawn of the Makyrs (the ones you completely destroyed in Eternal), assisting the Sentinels in fighting demons. King Novik, a minor character from Doom Eternal, plays a crucial role here. You begin by running errands for the Sentinels, and as events unfold, you find yourself facing hell again. However, this time it doesn’t involve obliterating an entire facility to open a portal. There are two main villains: Prince Azhrak and the masked Witch, both of whom appear multiple times in the trailer. The game is confirmed to receive standalone DLC later, which should hopefully clarify how we ended up in a coffin at the start of Doom 2016.

    Final Thoughts

    Taking about 20 hours to complete, Doom: The Dark Ages is a worthy sequel that justifies the five-year wait. It’s an outstanding game that everyone should try at least once. Some may argue its $80 price tag is a bit steep, but in this case, you’re definitely getting your money’s worth. Plus, it’ll be available on Xbox Game Pass at launch. Sure, there isn’t much in terms of replay value since you revisit familiar maps, but you can ramp up the challenge with numerous difficulty sliders. If you’re feeling brave, you can even turn off the entire HUD for an authentic Doom Slayer experience. idSoftware hasn’t shared what’s next for Doom: The Dark Ages, and I genuinely hope it receives the attention and care it deserves.

    With GTA VI pushed to 2026, Doom: The Dark Ages might have had a chance at Game of the Year, but Clair Obscur: Expedition 33 exists, and that game has captured audiences like no other. Additionally, with Death Stranding 2, Ghost of Yotei, and possibly even Half-Life 3 (wishful thinking) on the horizon, Doom has a tough climb ahead. However, it can still capture accolades in other categories, and it deserves every one of them.

    Doom: The Dark Ages has the potential to divide fans. Some will undoubtedly prefer the speed of Eternal over The Dark Ages, and that’s perfectly fine. Others may argue that it suffers from the open-world Souls-like trend that’s currently popular. I never expected idSoftware to blend Doom with elements from Sekiro and Returnal, but here we are. In conclusion, play this game, even if you’re not a Doom enthusiast, as it, much like the original from 1993, will change your perspective on FPS titles forever.

  • Atomfall Review: A Top Choose-Your-Own-Adventure Game

    Atomfall Review: A Top Choose-Your-Own-Adventure Game

    Key Takeaways

    1. Game Inspiration: Atomfall draws inspiration from Fallout New Vegas, S.T.A.L.K.E.R, and The Last of Us, offering more than just a British take on Fallout.

    2. Performance: The game runs smoothly on high-end PCs and is accessible on older consoles like PS4 and Xbox One, achieving over 200 FPS at 1440p.

    3. World Design: It features a pseudo-open world with three main areas and a village as a transit hub, focusing on exploration and secrets rather than traditional RPG elements.

    4. Combat and Exploration: In Survivor mode, players start with no quest markers and must rely on observation and instincts, with a focus on avoiding combat initially.

    5. Progression System: Leveling up relies on finding Skill Tonics, which encourages exploration but requires careful planning for character builds, as respec’ing is not possible.


    At first look, it’s easy to think of Atomfall as a British take on Fallout. However, there’s already a game like that called Fallout London, which is definitely worth your time. Atomfall, though, offers much more than just a simple comparison. It draws inspiration from Fallout New Vegas, as the developers themselves mentioned, as well as influences from S.T.A.L.K.E.R and The Last of Us.

    Performance and Specifications

    On my computer (featuring a Ryzen 7 5800X3D, GeForce RTX 3080 Ti, 48 GB DDR4-3200 RAM, and Asrock X570 Taichi), Atomfall ran smoothly at 1440p, achieving more than 200 FPS with all settings maxed out. Plus, the game is available on older consoles like the PS4 and Xbox One, making it accessible for systems built in the last five to six years without any issues.

    World and Gameplay

    Atomfall is the second game themed around mushrooms released this year, following Avowed, and while it doesn’t include RPG elements, they share some similarities. Both games feature pseudo-open worlds filled with secrets. In Atomfall, there are three main areas, with a village that acts as a transit hub between them. Although the introduction doesn’t break new ground, it seems to be a common trend in recent games.

    The nameless hero awakens in a room, having no recollection of the past events. A dying scientist gives you a card and mutters about “The Interchange,” and before you know it, you’re thrown into an open world with just the clothes on your back and a mystery key card that’s nearly worthless. The developers suggest playing on “Survivor” difficulty, which is one level below the hardest, and I completely agree with that recommendation.

    Combat and Exploration

    In Survivor mode, there are no quest markers and combat is not really an option at the beginning since you only have your fists. The line between main and side quests is often blurry, leading you to juggle both without even realizing it. Although some quests provide map markers, for most of the time, you’ll need to trust your instincts and be observant of your surroundings.

    The first few hours were spent evading fights and rummaging through locations for any scraps I could find. Initially, supplies are sparse, but this might change later in the game. One of Atomfall’s many strengths is that enemies give you plenty of time to escape before they engage you. There’s a visual threat meter similar to what you’d find in stealth games.

    Progression System

    I’m somewhat conflicted about the game’s progression system. Experience points (XP) do not exist, and the only way to level up is through Skill Tonics you find during your journey. These aren’t easy to come by; you have to actively search for them in hard-to-reach areas. While this encourages exploration, it also means you need to plan your build in advance, as respec’ing your points isn’t an option later on.

    In summary, Atomfall does a fantastic job of creating a terrifying atmosphere in the early game. It feels less like Fallout New Vegas and more akin to Outlast. From what I’ve seen so far, it’s easy to get multiple playthroughs, each offering a unique experience due to its laissez-faire storytelling style. There’s still much to discover, and we will go into more detail in our full review coming soon. The game is set to launch on March 27 for all major platforms and on March 24 for those who purchased the Deluxe Edition.