<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0" xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd" xmlns:googleplay="http://www.google.com/schemas/play-podcasts/1.0"><channel><title><![CDATA[Damage Labs]]></title><description><![CDATA[Independent analysis of GPUs, CPUs, AI, and computer performance—and other random thoughts—from Scott Wasson, founder of The Tech Report and frame-time benchmarking pioneer.]]></description><link>https://www.damagelabs.com</link><image><url>https://substackcdn.com/image/fetch/$s_!Ar_a!,w_256,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F455def4e-01e0-483c-978b-299379981ca6_1254x1254.png</url><title>Damage Labs</title><link>https://www.damagelabs.com</link></image><generator>Substack</generator><lastBuildDate>Mon, 14 Sep 2026 02:12:06 GMT</lastBuildDate><atom:link href="https://www.damagelabs.com/feed" rel="self" type="application/rss+xml"/><copyright><![CDATA[Scott Wasson]]></copyright><language><![CDATA[en]]></language><webMaster><![CDATA[damagelabs@substack.com]]></webMaster><itunes:owner><itunes:email><![CDATA[damagelabs@substack.com]]></itunes:email><itunes:name><![CDATA[Scott Wasson]]></itunes:name></itunes:owner><itunes:author><![CDATA[Scott Wasson]]></itunes:author><googleplay:owner><![CDATA[damagelabs@substack.com]]></googleplay:owner><googleplay:email><![CDATA[damagelabs@substack.com]]></googleplay:email><googleplay:author><![CDATA[Scott Wasson]]></googleplay:author><itunes:block><![CDATA[Yes]]></itunes:block><item><title><![CDATA[The personal computer's big-SoC future]]></title><description><![CDATA[The AI hardware crunch will transform the PC as we know it]]></description><link>https://www.damagelabs.com/p/the-personal-computers-big-soc-future</link><guid isPermaLink="false">https://www.damagelabs.com/p/the-personal-computers-big-soc-future</guid><dc:creator><![CDATA[Scott Wasson]]></dc:creator><pubDate>Mon, 10 Aug 2026 14:36:21 GMT</pubDate><enclosure url="https://substackcdn.com/image/fetch/$s_!76WN!,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd5d5b84c-a4a9-4bb0-a5dd-a1837b984aef_3828x3000.png" length="0" type="image/jpeg"/><content:encoded><![CDATA[<p>This is an odd time to be starting a publication that covers the personal computing market, to say the least. Massive AI data-center build-outs are sucking up all of the chips, and things look bleak in the consumer space as a result. Prices for memory and storage have skyrocketed. PC makers are raising system prices, pulling back on system specs, and asking for ridiculous things like 4 GB graphics card configs. Nvidia appears to have torn up its roadmap for GeForce products to focus on those sweet, sweet high-margin data-center GPUs. And folks are talking about this crisis continuing for several years&#8212;unless the bubble bursts on data-center construction.</p><p>It&#8217;s easy to look at the situation today and be glum. But I have a few reasons to be optimistic in spite of it all. </p><div class="subscription-widget-wrap-editor" data-attrs="{&quot;url&quot;:&quot;https://www.damagelabs.com/subscribe?&quot;,&quot;text&quot;:&quot;Subscribe&quot;,&quot;language&quot;:&quot;en&quot;}" data-component-name="SubscribeWidgetToDOM"><div class="subscription-widget show-subscribe"><div class="preamble"><p class="cta-caption">Thanks for reading Damage Labs! Subscribe for free to receive new posts and support my work.</p></div><form class="subscription-widget-subscribe"><input type="email" class="email-input" name="email" placeholder="Type your email&#8230;" tabindex="-1"><input type="submit" class="button primary" value="Subscribe"><div class="fake-input-wrapper"><div class="fake-input"></div><div class="fake-button"></div></div></form></div></div><p>For one thing, the present moment isn&#8217;t entirely unprecedented. We&#8217;ve had two prior waves of demand&#8212;driven by cryptocurrency mining&#8212;hoovering up all of the high-end consumer GPUs, and we got through that. I think Jensen Huang is right to cite a sort of Jevons paradox situation for GPUs: as the cost per flop of data-parallel computing power decreases, demand rises. That dynamic has held true essentially since the birth of the GPU, and it&#8217;s a great thing for the computing market overall. The other side of that coin is that supply will rise to meet demand, made possible by the rising prices that fund the build-out of manufacturing capacity&#8212;eventually. Also, the bottom <em>could</em> drop out of the AI data center bubble, and we could find ourselves laughing maniacally while bathing in stacks of cheap DRAM and flash chips in a couple of years.</p><p>Regardless of how it all goes down, I believe the PC market will come out of the current moment transformed.</p><h3>AI inference as the impetus</h3><p>If, like <a href="https://x.com/JensenHuang/status/2080643682408321103">Jensen Huang</a> and, uh, maybe <a href="https://www.vatican.va/content/leo-xiv/en/encyclicals/documents/20260515-magnifica-humanitas.html">the pope</a>, you believe open-weights models are the key to a healthy AI ecosystem going forward, then surely the ability to run beefy models well on local systems will be part of that picture. For cost and privacy reasons alone, I think local AI inference will become a keystone workload for personal computers. More importantly, I think PC chipmakers believe that, too. Their internal roadmaps surely already reflect it.</p><p>PC system architectures will have to evolve in order to handle the demands of these workloads. For LLM inference in particular, that means we&#8217;ll need a balanced mix of data-parallel computing power, copious memory capacity, and ample memory bandwidth.</p><p>Even before the AI-hardware crunch really hit, we were in an intriguing moment for PC hardware. Qualcomm entered the market with some compelling new SoCs, and Microsoft&#8217;s Prism emulator made running x86 applications on Arm processors truly viable. (I bought a Snapdragon-based laptop for my wife&#8212;on purpose!) Rumors about an Nvidia-MediaTek collab circled for ages, and then we finally got the GB10 chip in the DGX Spark. New packaging tech has made &#8220;system-on-a-chip&#8221; solutions into something more like &#8220;system-on-a-package&#8221; setups with wild variety between the various offerings. Meanwhile, Apple has emerged as the apparent market leader with its M-series processors initially derived from its iPhone SoCs.</p><p>With the M2 and M3 Ultra processors, Apple&#8217;s platform team built what are arguably the best consumer chips for running generative-AI workloads like large language models (LLMs). I&#8217;m not sure what their targets were when they conceived the M2 Ultra. Local LLMs weren&#8217;t yet an obviously important workload, I don&#8217;t think. But the current two-week lead times and crazy eBay prices for Mac Studios have surely validated their architectural choices.</p><p>Nvidia and AMD have dipped their toes into the AI SoC waters with the GB10 (DGX/RTX Spark) and the Ryzen AI Max chips, but they haven&#8217;t yet fully committed. The table below tells the story.</p><div class="captioned-image-container"><figure><a class="image-link image2 is-viewable-img" target="_blank" href="https://substackcdn.com/image/fetch/$s_!7fnG!,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fa1d310ab-113b-49e6-867b-3270d79d0d7e_1583x647.png" data-component-name="Image2ToDOM"><div class="image2-inset"><picture><source type="image/webp" srcset="https://substackcdn.com/image/fetch/$s_!7fnG!,w_424,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fa1d310ab-113b-49e6-867b-3270d79d0d7e_1583x647.png 424w, https://substackcdn.com/image/fetch/$s_!7fnG!,w_848,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fa1d310ab-113b-49e6-867b-3270d79d0d7e_1583x647.png 848w, https://substackcdn.com/image/fetch/$s_!7fnG!,w_1272,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fa1d310ab-113b-49e6-867b-3270d79d0d7e_1583x647.png 1272w, https://substackcdn.com/image/fetch/$s_!7fnG!,w_1456,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fa1d310ab-113b-49e6-867b-3270d79d0d7e_1583x647.png 1456w" sizes="100vw"><img src="https://substackcdn.com/image/fetch/$s_!7fnG!,w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fa1d310ab-113b-49e6-867b-3270d79d0d7e_1583x647.png" width="1456" height="595" data-attrs="{&quot;src&quot;:&quot;https://substack-post-media.s3.amazonaws.com/public/images/a1d310ab-113b-49e6-867b-3270d79d0d7e_1583x647.png&quot;,&quot;srcNoWatermark&quot;:null,&quot;fullscreen&quot;:null,&quot;imageSize&quot;:null,&quot;height&quot;:595,&quot;width&quot;:1456,&quot;resizeWidth&quot;:null,&quot;bytes&quot;:104596,&quot;alt&quot;:null,&quot;title&quot;:null,&quot;type&quot;:&quot;image/png&quot;,&quot;href&quot;:null,&quot;belowTheFold&quot;:true,&quot;topImage&quot;:false,&quot;internalRedirect&quot;:&quot;https://www.damagelabs.com/i/210097057?img=https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fa1d310ab-113b-49e6-867b-3270d79d0d7e_1583x647.png&quot;,&quot;isProcessing&quot;:false,&quot;align&quot;:null,&quot;offset&quot;:false}" class="sizing-normal" alt="" srcset="https://substackcdn.com/image/fetch/$s_!7fnG!,w_424,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fa1d310ab-113b-49e6-867b-3270d79d0d7e_1583x647.png 424w, https://substackcdn.com/image/fetch/$s_!7fnG!,w_848,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fa1d310ab-113b-49e6-867b-3270d79d0d7e_1583x647.png 848w, https://substackcdn.com/image/fetch/$s_!7fnG!,w_1272,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fa1d310ab-113b-49e6-867b-3270d79d0d7e_1583x647.png 1272w, https://substackcdn.com/image/fetch/$s_!7fnG!,w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fa1d310ab-113b-49e6-867b-3270d79d0d7e_1583x647.png 1456w" sizes="100vw" loading="lazy"></picture><div class="image-link-expand"><div class="pencraft pc-display-flex pc-gap-8 pc-reset"><button tabindex="0" type="button" class="pencraft pc-reset pencraft icon-container restack-image"><svg aria-hidden="true" width="20" height="20" viewBox="0 0 20 20" fill="none" stroke-width="1.5" stroke="var(--color-fg-primary)" stroke-linecap="round" stroke-linejoin="round" xmlns="http://www.w3.org/2000/svg"><g><path d="M2.53001 7.81595C3.49179 4.73911 6.43281 2.5 9.91173 2.5C13.1684 2.5 15.9537 4.46214 17.0852 7.23684L17.6179 8.67647M17.6179 8.67647L18.5002 4.26471M17.6179 8.67647L13.6473 6.91176M17.4995 12.1841C16.5378 15.2609 13.5967 17.5 10.1178 17.5C6.86118 17.5 4.07589 15.5379 2.94432 12.7632L2.41165 11.3235M2.41165 11.3235L1.5293 15.7353M2.41165 11.3235L6.38224 13.0882"></path></g></svg></button><button tabindex="0" type="button" class="pencraft pc-reset pencraft icon-container view-image"><svg xmlns="http://www.w3.org/2000/svg" width="20" height="20" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="lucide lucide-maximize2 lucide-maximize-2"><polyline points="15 3 21 3 21 9"></polyline><polyline points="9 21 3 21 3 15"></polyline><line x1="21" x2="14" y1="3" y2="10"></line><line x1="3" x2="10" y1="21" y2="14"></line></svg></button></div></div></div></a></figure></div><p>In its M Ultra offerings, Apple built SoCs with roughly RTX 5070-class GPUs. They have similar peak compute flops, somewhat higher memory bandwidth, and&#8212;crucially&#8212;many times the peak memory capacity: 512 GB unified for an M3 Ultra Mac Studio vs. 12 GB of dedicated VRAM for the GeForce RTX 5070.</p><p>Meanwhile, memory bandwidth is the glaringly obvious bottleneck on both the GB10 and the Ryzen AI Max+ solutions. They have less than half the memory bandwidth of the RTX 5070, and that bottleneck tends to show up when systems based on these chips run relatively sizeable LLMs. Although they have the memory capacity to load large models, their token output rates are often uninspiring.</p><p>This situation is not likely to persist.</p><p>Hence my core argument, which is Dirk Meyer&#8217;s thesis from 20 years ago: <em>the future is fusion</em>. AMD has been teasing the benefits of CPU-GPU integration for decades while reserving its most capable large-scale implementations for the Xbox and PlayStation. The rise of generative AI will supply them&#8212;and their many competitors&#8212;with the courage needed to do the right thing.</p><p>PC SoC makers are going to build truly large and capable SoCs for AI, with big GPUs and well-matched unified memory subsystems. When they do, they will ship products that call into question the need for discrete GPUs for a great many folks, not just those seeking AI processing power.</p><h3>You&#8217;re gonna like it</h3><p>This development will be a very good thing for PC enthusiasts, gamers, content creators, and anybody else invested in serious desktop computing. Finally, we are going to get a powerful, complete PC gaming and content creation setup on a chip&#8212;or at least on a package.</p><p>The potential benefits of this sort of integration should be apparent to anyone who has watched the personal computer evolve over time. Once upon a time, one had to buy a separate FPU and install it in order to handle floating-point math properly. Memory controllers lived on core-logic chipsets, and getting a second CPU core meant populating another socket on the motherboard. We all benefited mightily as CPU makers integrated those capabilities into the main products&#8212;which now have an embarrassing number of CPU cores and many times the performance at a fraction of the cost of past systems.</p><p>Graphics card memory capacities have stagnated in recent years as GPU firms ran into cost and power challenges. Gamers have felt the pain on this front and made their frustrations known, seemingly to little effect. But SoCs tuned for AI inference will fix that problem in ways it&#8217;s hard to fully digest. Imagine a <em>GTA VII</em> game authored for systems where the GPU can access 128 GB of fast, unified memory. Future Los Santos is gonna look insane.</p><p>Big SoCs will be more efficient in various ways, too. Unified memory means reduced data movement. Not having to shuffle bits between system memory and VRAM can save time and energy. CPUs, GPUs, and other accelerators can work collaboratively on workloads as appropriate, assuming the hardware guys work out some potentially thorny issues like cache coherency and shared data formats.</p><p>If things go well, I expect future gaming workloads to involve a mix of CPU work, traditional graphics rendering, neural graphics, and generative-AI inference. This mix should be better served by a single, shared pool of high-bandwidth memory.</p><p>Another traditional benefit of integration is a reduced physical footprint. I feel weirdly scandalized by today&#8217;s high-end video cards being the size of a shoebox. I mean, I love big GPUs, and priorities are priorities, but holy crap. Do they make Ozempic for PCIe cards? Meanwhile, the DGX Spark and Ryzen AI Halo boxes are much more compact than a PC with just a mid-range video card. Not having a separate video card plugged into a PCIe slot with its own GPU, memory, power distribution, and cooling should enable some nicer choices&#8212;or, honestly, just better use of the space inside an ATX case.</p><div class="captioned-image-container"><figure><a class="image-link image2 is-viewable-img" target="_blank" href="https://substackcdn.com/image/fetch/$s_!76WN!,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd5d5b84c-a4a9-4bb0-a5dd-a1837b984aef_3828x3000.png" data-component-name="Image2ToDOM"><div class="image2-inset"><picture><source type="image/webp" srcset="https://substackcdn.com/image/fetch/$s_!76WN!,w_424,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd5d5b84c-a4a9-4bb0-a5dd-a1837b984aef_3828x3000.png 424w, https://substackcdn.com/image/fetch/$s_!76WN!,w_848,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd5d5b84c-a4a9-4bb0-a5dd-a1837b984aef_3828x3000.png 848w, https://substackcdn.com/image/fetch/$s_!76WN!,w_1272,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd5d5b84c-a4a9-4bb0-a5dd-a1837b984aef_3828x3000.png 1272w, https://substackcdn.com/image/fetch/$s_!76WN!,w_1456,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd5d5b84c-a4a9-4bb0-a5dd-a1837b984aef_3828x3000.png 1456w" sizes="100vw"><img src="https://substackcdn.com/image/fetch/$s_!76WN!,w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd5d5b84c-a4a9-4bb0-a5dd-a1837b984aef_3828x3000.png" width="1456" height="1141" data-attrs="{&quot;src&quot;:&quot;https://substack-post-media.s3.amazonaws.com/public/images/d5d5b84c-a4a9-4bb0-a5dd-a1837b984aef_3828x3000.png&quot;,&quot;srcNoWatermark&quot;:null,&quot;fullscreen&quot;:null,&quot;imageSize&quot;:null,&quot;height&quot;:1141,&quot;width&quot;:1456,&quot;resizeWidth&quot;:null,&quot;bytes&quot;:17824803,&quot;alt&quot;:null,&quot;title&quot;:null,&quot;type&quot;:&quot;image/png&quot;,&quot;href&quot;:null,&quot;belowTheFold&quot;:true,&quot;topImage&quot;:false,&quot;internalRedirect&quot;:&quot;https://www.damagelabs.com/i/210097057?img=https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd5d5b84c-a4a9-4bb0-a5dd-a1837b984aef_3828x3000.png&quot;,&quot;isProcessing&quot;:false,&quot;align&quot;:null,&quot;offset&quot;:false}" class="sizing-normal" alt="" srcset="https://substackcdn.com/image/fetch/$s_!76WN!,w_424,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd5d5b84c-a4a9-4bb0-a5dd-a1837b984aef_3828x3000.png 424w, https://substackcdn.com/image/fetch/$s_!76WN!,w_848,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd5d5b84c-a4a9-4bb0-a5dd-a1837b984aef_3828x3000.png 848w, https://substackcdn.com/image/fetch/$s_!76WN!,w_1272,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd5d5b84c-a4a9-4bb0-a5dd-a1837b984aef_3828x3000.png 1272w, https://substackcdn.com/image/fetch/$s_!76WN!,w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd5d5b84c-a4a9-4bb0-a5dd-a1837b984aef_3828x3000.png 1456w" sizes="100vw" loading="lazy"></picture><div class="image-link-expand"><div class="pencraft pc-display-flex pc-gap-8 pc-reset"><button tabindex="0" type="button" class="pencraft pc-reset pencraft icon-container restack-image"><svg aria-hidden="true" width="20" height="20" viewBox="0 0 20 20" fill="none" stroke-width="1.5" stroke="var(--color-fg-primary)" stroke-linecap="round" stroke-linejoin="round" xmlns="http://www.w3.org/2000/svg"><g><path d="M2.53001 7.81595C3.49179 4.73911 6.43281 2.5 9.91173 2.5C13.1684 2.5 15.9537 4.46214 17.0852 7.23684L17.6179 8.67647M17.6179 8.67647L18.5002 4.26471M17.6179 8.67647L13.6473 6.91176M17.4995 12.1841C16.5378 15.2609 13.5967 17.5 10.1178 17.5C6.86118 17.5 4.07589 15.5379 2.94432 12.7632L2.41165 11.3235M2.41165 11.3235L1.5293 15.7353M2.41165 11.3235L6.38224 13.0882"></path></g></svg></button><button tabindex="0" type="button" class="pencraft pc-reset pencraft icon-container view-image"><svg xmlns="http://www.w3.org/2000/svg" width="20" height="20" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="lucide lucide-maximize2 lucide-maximize-2"><polyline points="15 3 21 3 21 9"></polyline><polyline points="9 21 3 21 3 15"></polyline><line x1="21" x2="14" y1="3" y2="10"></line><line x1="3" x2="10" y1="21" y2="14"></line></svg></button></div></div></div></a></figure></div><p>There are cost benefits to the reduced size and complexity of big-SoC systems, too. That fact seems tough to wrap one&#8217;s head around right now, given the twin challenges we face in the AI hardware crunch and the slow death of Moore&#8217;s Law. After all, the AI-inference-focused development systems I&#8217;ve been talking about are currently selling for around $5K. But I still believe integration and innovation will make big-SoC systems affordable in the long run. We&#8217;ll likely have a spectrum of price and performance trade-offs from which to choose across a range of SoC sizes. The key thing is that well-balanced large- and medium-sized options should exist in the future&#8212;and should have compelling benefits over traditional PC configs.</p><p>So what happens, you may be asking, to discrete GPUs? Am I saying that PC enthusiasts will have to give up the awesome ability to pop in a video card of their choosing to upgrade their systems?</p><p>I guess maybe that day will come, but probably not for a very long time. Discrete GPUs will likely persist, at least as ultra-high-end options.</p><p>But I can also see this situation another way: at long last, the GPU&#8212;or, more broadly, the data-parallel computing portion of the PC&#8212;is becoming the heart of the system. Honestly, it kind of has been in gaming PCs for quite some time. It is for data-center systems now, too. Upgrading that part of the system will still be something you want to do, and in this new world, you&#8217;ll likely get some improved CPU cores in the process, since it&#8217;s all packaged together.</p><p>So I guess I&#8217;m saying that when the time comes, you probably won&#8217;t mind.</p><div class="subscription-widget-wrap-editor" data-attrs="{&quot;url&quot;:&quot;https://www.damagelabs.com/subscribe?&quot;,&quot;text&quot;:&quot;Subscribe&quot;,&quot;language&quot;:&quot;en&quot;}" data-component-name="SubscribeWidgetToDOM"><div class="subscription-widget show-subscribe"><div class="preamble"><p class="cta-caption">Thanks for reading Damage Labs! Subscribe for free to receive new posts and support my work.</p></div><form class="subscription-widget-subscribe"><input type="email" class="email-input" name="email" placeholder="Type your email&#8230;" tabindex="-1"><input type="submit" class="button primary" value="Subscribe"><div class="fake-input-wrapper"><div class="fake-input"></div><div class="fake-button"></div></div></form></div></div>]]></content:encoded></item><item><title><![CDATA[Inside the second: where things stand today]]></title><description><![CDATA[15 years of progress in gaming performance&#8212;and some unfinished business]]></description><link>https://www.damagelabs.com/p/inside-the-second-where-things-stand</link><guid isPermaLink="false">https://www.damagelabs.com/p/inside-the-second-where-things-stand</guid><dc:creator><![CDATA[Scott Wasson]]></dc:creator><pubDate>Mon, 03 Aug 2026 15:09:23 GMT</pubDate><enclosure url="https://substackcdn.com/image/fetch/$s_!Bvzj!,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fa79872c3-10b9-475d-b09f-a0cef19efbae_1518x714.png" length="0" type="image/jpeg"/><content:encoded><![CDATA[<p><em><strong>Editor&#8217;s note</strong>: This is the first article from Damage Labs, my new independent publication about computing, graphics, performance, and AI.</em></p><p><span>Almost 15 years ago, I published my article &#8220;Inside the second: a new look at game benchmarking,&#8221; in which I proposed using frame-time-based analysis of gaming performance rather than just average FPS. Doing so has caused me all manner of trouble, most of it positive. In the years since, I&#8217;ve largely been working in the tech industry and haven&#8217;t had the time to comment publicly on new developments</span>&#8212;<span>of which there have been a great many.</span></p><p><span>I&#8217;ve recently found myself with some free time, so I thought I&#8217;d take a moment to walk through some of the more intriguing developments in the intervening years around frame-time-based benchmarking, animation smoothness, responsiveness, and more. There&#8217;s a whole grab-bag of topics to cover here, so indulge me, if you will.</span></p><h3><span>Durable interest and real progress</span></h3><p><span>I&#8217;m gratified to see enduring interest in frame-time-based metrics still showing up in GPU reviews and the like. Not everyone reports the same metrics; approaches vary widely, and it has been that way virtually from the beginning. I have always advocated simply for paying attention to frame times</span>&#8212;<span>as connected to animation smoothness experienced subjectively by the user</span>&#8212;<span>and avoiding the fundamental mistake of averaging out notable differences in performance. Which metrics folks choose to use is up to them (though I do have some opinions).</span></p><p><span>The software tools to capture frame-time data have improved, led by things like CapFrameX. I&#8217;m especially gratified when I see YouTubers and streamers using frame-time overlay tools and connecting their outputs to animation smoothness as they play. There was a (frankly somewhat ridiculous) time when we had to use slow-motion video cameras (which were then somewhat rare) to prove that a frame-time spike corresponded with a blip in game animation. With today&#8217;s visual tools and focus, everyone kind of gets it now.</span></p><p><span>I also have the sense that there&#8217;s been progress generally on the frontier of animation smoothness in gaming. Such progress is always kind of halting</span>&#8212;<span>shout-out to Unreal Engine 5</span>&#8212;<span>but with the right tools and metrics now more or less expected, the industry has been paying attention to, and optimizing for, the right targets. Over time, that fact has paid dividends, as has the fact that at least some of the key hardware bottlenecks have gotten faster (wider?) over time. So I&#8217;m going to call this one a provisional win, with the awareness that software bloat has an insatiable ability to absorb everything in its path if it&#8217;s not kept in check. (Shout-out to our near-future vibe-coded game engine components.)</span></p><h3><span>Different flavors of 1% lows</span></h3><p><span>One of the more popular frame-time metrics that you&#8217;ll see in reviews and such is the so-called 1% low FPS, typically reported alongside the FPS average as a sort of notable minimum number. The only problem with this situation is that, well, there are three entirely different metrics in use, all of which are getting labeled as &#8220;1% low&#8221; results.</span></p><p><span>The first of these metrics is just the 99th-percentile frame time number converted into FPS. To get this number, you must:</span></p><ol><li><p><span>Record a series of frame-to-frame intervals (or frame times) during gameplay.</span></p></li><li><p><span>Sort the distribution from lowest to highest values.</span></p></li><li><p><span>Identify the frame time where 99% of all values in the distribution are faster; that is your 99th-percentile frame time (sometimes called the P99 value).</span></p></li><li><p><span>Divide 1000 milliseconds by that number to convert to frames per second. For example, if the 99th-percentile frame time is 50 milliseconds, 1000 / 50 works out to 20 FPS.</span></p></li></ol><p><span>That&#8217;s one version of the 1% low. But, as I&#8217;ve learned from talking to smart folks like Steve Burke from GamersNexus, not everyone calculates the 1% low that way. Steve</span>&#8212;<span>and apparently a number of other folks</span>&#8212;<span>calculates it differently. Steps 1-2 are the same as above, but then this happens:</span></p><p>     3. Isolate the slowest 1% of frames in the distribution and average them together.</p><p>     4. Convert this number to FPS.</p><p><span>This difference is consequential. Instead of ruling out the slowest 1% of frames as potential outliers, this metric focuses exclusively on the slowest 1% of frames</span>&#8212;<span>the tail of the distribution</span>&#8212;<span>and averages them.</span></p><p><span>The third &#8220;1% low&#8221; metric focuses on a percentage of the total time represented in the distribution. Let&#8217;s work through the steps.</span></p><ol><li><p><span>Record a series of frame-to-frame intervals during a 10-second gameplay sequence.</span></p></li><li><p><span>Sort the frame times from highest to lowest.</span></p></li><li><p><span>Beginning with the highest value, add the frame time values together until their cumulative total reaches or exceeds 100 ms&#8212;1% of the total test time.</span></p></li><li><p><span>Note the frame time that causes the cumulative total to reach or exceed that threshold.</span></p></li></ol><ol start="5"><li><p><span>Divide 1000 milliseconds by that value to convert to frames per second.</span></p></li></ol><p><span>CapFrameX calls the GamersNexus method &#8220;1% low average&#8221; and this other, time-focused method &#8220;1% low integral.&#8221;</span></p><p><span>To get a sense of the practical differences between these metrics, I pointed Codex at one of my old review data directories and asked it to build a spreadsheet showing me the 1%-low and 0.1%-low numbers using all three methods. Here&#8217;s how that looks. Marvel at the very old GPU names.</span></p><div class="captioned-image-container"><figure><a class="image-link image2 is-viewable-img" target="_blank" href="https://substackcdn.com/image/fetch/$s_!Bvzj!,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fa79872c3-10b9-475d-b09f-a0cef19efbae_1518x714.png" data-component-name="Image2ToDOM"><div class="image2-inset"><picture><source type="image/webp" srcset="https://substackcdn.com/image/fetch/$s_!Bvzj!,w_424,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fa79872c3-10b9-475d-b09f-a0cef19efbae_1518x714.png 424w, https://substackcdn.com/image/fetch/$s_!Bvzj!,w_848,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fa79872c3-10b9-475d-b09f-a0cef19efbae_1518x714.png 848w, https://substackcdn.com/image/fetch/$s_!Bvzj!,w_1272,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fa79872c3-10b9-475d-b09f-a0cef19efbae_1518x714.png 1272w, https://substackcdn.com/image/fetch/$s_!Bvzj!,w_1456,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fa79872c3-10b9-475d-b09f-a0cef19efbae_1518x714.png 1456w" sizes="100vw"><img src="https://substackcdn.com/image/fetch/$s_!Bvzj!,w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fa79872c3-10b9-475d-b09f-a0cef19efbae_1518x714.png" width="1456" height="685" data-attrs="{&quot;src&quot;:&quot;https://substack-post-media.s3.amazonaws.com/public/images/a79872c3-10b9-475d-b09f-a0cef19efbae_1518x714.png&quot;,&quot;srcNoWatermark&quot;:null,&quot;fullscreen&quot;:null,&quot;imageSize&quot;:null,&quot;height&quot;:685,&quot;width&quot;:1456,&quot;resizeWidth&quot;:null,&quot;bytes&quot;:null,&quot;alt&quot;:null,&quot;title&quot;:&quot;Chart&quot;,&quot;type&quot;:null,&quot;href&quot;:null,&quot;belowTheFold&quot;:true,&quot;topImage&quot;:false,&quot;internalRedirect&quot;:null,&quot;isProcessing&quot;:false,&quot;align&quot;:null,&quot;offset&quot;:false}" class="sizing-normal" alt="" title="Chart" srcset="https://substackcdn.com/image/fetch/$s_!Bvzj!,w_424,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fa79872c3-10b9-475d-b09f-a0cef19efbae_1518x714.png 424w, https://substackcdn.com/image/fetch/$s_!Bvzj!,w_848,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fa79872c3-10b9-475d-b09f-a0cef19efbae_1518x714.png 848w, https://substackcdn.com/image/fetch/$s_!Bvzj!,w_1272,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fa79872c3-10b9-475d-b09f-a0cef19efbae_1518x714.png 1272w, https://substackcdn.com/image/fetch/$s_!Bvzj!,w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fa79872c3-10b9-475d-b09f-a0cef19efbae_1518x714.png 1456w" sizes="100vw" loading="lazy"></picture><div class="image-link-expand"><div class="pencraft pc-display-flex pc-gap-8 pc-reset"><button tabindex="0" type="button" class="pencraft pc-reset pencraft icon-container restack-image"><svg aria-hidden="true" width="20" height="20" viewBox="0 0 20 20" fill="none" stroke-width="1.5" stroke="var(--color-fg-primary)" stroke-linecap="round" stroke-linejoin="round" xmlns="http://www.w3.org/2000/svg"><g><path d="M2.53001 7.81595C3.49179 4.73911 6.43281 2.5 9.91173 2.5C13.1684 2.5 15.9537 4.46214 17.0852 7.23684L17.6179 8.67647M17.6179 8.67647L18.5002 4.26471M17.6179 8.67647L13.6473 6.91176M17.4995 12.1841C16.5378 15.2609 13.5967 17.5 10.1178 17.5C6.86118 17.5 4.07589 15.5379 2.94432 12.7632L2.41165 11.3235M2.41165 11.3235L1.5293 15.7353M2.41165 11.3235L6.38224 13.0882"></path></g></svg></button><button tabindex="0" type="button" class="pencraft pc-reset pencraft icon-container view-image"><svg xmlns="http://www.w3.org/2000/svg" width="20" height="20" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="lucide lucide-maximize2 lucide-maximize-2"><polyline points="15 3 21 3 21 9"></polyline><polyline points="9 21 3 21 3 15"></polyline><line x1="21" x2="14" y1="3" y2="10"></line><line x1="3" x2="10" y1="21" y2="14"></line></svg></button></div></div></div></a></figure></div><p><span>I&#8217;ve mentioned my concerns with averages, but perhaps counter-intuitively, I don&#8217;t hate the 1% low average metric. You can see it&#8217;s a more sensitive metric than the P99 one, producing lower FPS numbers thanks to its focus on the slowest frames. Given that we seem to have made progress with game smoothness optimizations over time, a more sensitive metric might be more appropriate to the current moment.</span></p><p><span>The 1% low average actually focuses on the tail data rather than just establishing a percentile cutoff point. Averaging the tail can hide very different kinds of slowness</span>&#8212;<span>huge, multi-second frame-time spikes could look the same as a more benign, persistent series of somewhat slow frames. But the same could be said for percentile cutoffs, and like them, this method can still flag problems and invite closer inspection.</span></p><p><span>The</span><em><span> x</span></em><span>% low integral appears to be an even more sensitive metric, particularly at the 0.1% cutoff point with a data set like this one, where there are substantial slowdowns in the extreme tail of the distribution. Again, the additional sensitivity of this method isn&#8217;t necessarily a bad thing. Depends on what you want to get out of it.</span></p><p><span>The obvious comment to make here is that we need to be disciplined about labeling results clearly and making sure we understand which metric is being used when discussing these things and, especially, when making comparisons.</span></p><h3><span>Intervals vs. latency and input lag</span></h3><p><span>Speaking of terminology, there is one clarification I&#8217;d like to put on the record. In my later articles involving frame-time testing, I talked about &#8220;frame latencies&#8221; and the importance of them. What I meant by &#8220;latency,&#8221; in that case, was simply the wait for the next frame of animation. I do think the wait for the next frame of animation is important, but talk of latency has since shifted mostly toward discussions of input lag</span>&#8212;<span>an adjacent but ultimately distinct topic.</span></p><p><span>I think it&#8217;s more helpful to talk about frame-to-frame intervals</span>&#8212;<span>or simply frame times</span>&#8212;<span>when discussing the progression and pacing of game animation. We can leave latency for the input lag discussion.</span></p><h3><span>Huge progress on input lag</span></h3><p><span>Speaking of which, another wonderful advance in this domain in recent years is the new focus on reducing input-to-response latency. I&#8217;m happy to say I was a part of the team that shipped Radeon Anti-Lag, one of the first software features to reduce unnecessary input lag in games. Nvidia followed shortly afterward with Ultra-Low Latency Mode and later Reflex, which moved latency optimization into the game engine. Crucially, they also supplied the industry with decent tools to measure input lag, a prerequisite to meaningful optimization.</span></p><p><span>I have to note that our team had plans to release latency testing hardware for the world to use first, but I&#8217;ve learned that getting things done inside of big companies can sometimes be quite challenging. Today, though, you can check out the </span><a href="https://github.com/EugeneFainstain/ArduinoLatencyMeter"><span>Arduino Latency Meter here</span></a><span>.</span></p><p><span>I suppose it&#8217;s worth giving you a few words about input lag reduction vs. animation frame times. The two things are obviously related, since new frames of animation carry the visual responses to one&#8217;s inputs.</span></p><p><span>I spent a fair amount of time testing Radeon Anti-Lag before we shipped it, and I have to say that the largest benefits were not what we marketed. Much of the marketing for any latency reduction feature is almost inevitably going to be focused on e-sports type games, since quick response times are huge in a competitive scenario. (And since e-sports games drive graphics card sales.) But in such a scenario, taking about a frame&#8217;s worth of wait time out of the input-to-response loop</span>&#8212;<span>which is what our feature did</span>&#8212;<span>typically isn&#8217;t worth much.</span></p><p><span>Why? Because the e-sports folks tend to crank down the visual settings to get super-high frame rates. At 240 FPS, a one-frame reduction in wait time only works out to four milliseconds. I&#8217;m not sure what the limits of human perception are on this front, but I&#8217;d wager we&#8217;re getting close to them.</span></p><p><span>Conversely, if you&#8217;re using a laptop with a weak integrated GPU struggling to run a demanding AAA game at 40 FPS, chopping out a frame of wait time can get you a 25-ms reduction in input lag. That, my friends, is frigging revolutionary for the playability of a game on a slow system. Everything feels so much more connected that even a setup averaging 40 FPS seems eminently viable instead of a total waste of time. The input-response loop is a huge component of perceived game fluidity and playability. I tested this very scenario multiple times before and after we shipped our software feature, and I wish we could have told the story of its benefits better.</span></p><p><span>Happily, the community now has tons of different tools for measuring input lag, and there is at least some effort on the part of GPU makers, display makers, and hopefully game developers to optimize for this target, as well. Even cheap TVs have a game mode, although the benefits are sometimes dubious.</span></p><h3><span>FPS vs. frame times</span></h3><p><span>The discussion above about relative benefits hints at another topic I&#8217;d like to address briefly. I&#8217;ve become increasingly convinced of the value of quantifying game and animation performance in terms of natural, native units</span>&#8212;<span>time</span>&#8212;<span>rather than alternatives like frame rates. Let me explain why.</span></p><p><span>Imagine you&#8217;re comparing two GPUs. One averages 30 FPS and another averages 60 FPS in the same game. One might see that result and say &#8220;GPU X is 30 FPS faster than GPU Y,&#8221; and that statement would be true</span>&#8212;<span>in that specific context. But a frame per second is an elastic concept, depending on how fast we&#8217;re going. Take another example where GPU X runs a game at 120 FPS, and GPU Y runs it at 150 FPS. That is also a 30 FPS delta</span>&#8212;<span>in a rather different context.</span></p><p><span>In the first example, the delta between the GPUs works out to 16.7 ms per frame</span>&#8212;<span>a notable gap. In the second example, though, the 30-FPS delta amounts to 1.7 ms per frame. One of these things is not like the other.</span></p><p><span>In short, additive FPS differences have no consistent meaning.</span></p><p><span>That&#8217;s because at higher frame rates, inter-frame values grow very small in a hurry. Let&#8217;s illustrate this point with a plot of the non-linear relationship between FPS and frame times.</span></p><div class="captioned-image-container"><figure><a class="image-link image2 is-viewable-img" target="_blank" href="https://substackcdn.com/image/fetch/$s_!Uc_J!,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F7fd3e547-17b1-4e10-b2ef-b29aeef85c5b_1070x816.png" data-component-name="Image2ToDOM"><div class="image2-inset"><picture><source type="image/webp" srcset="https://substackcdn.com/image/fetch/$s_!Uc_J!,w_424,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F7fd3e547-17b1-4e10-b2ef-b29aeef85c5b_1070x816.png 424w, https://substackcdn.com/image/fetch/$s_!Uc_J!,w_848,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F7fd3e547-17b1-4e10-b2ef-b29aeef85c5b_1070x816.png 848w, https://substackcdn.com/image/fetch/$s_!Uc_J!,w_1272,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F7fd3e547-17b1-4e10-b2ef-b29aeef85c5b_1070x816.png 1272w, https://substackcdn.com/image/fetch/$s_!Uc_J!,w_1456,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F7fd3e547-17b1-4e10-b2ef-b29aeef85c5b_1070x816.png 1456w" sizes="100vw"><img src="https://substackcdn.com/image/fetch/$s_!Uc_J!,w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F7fd3e547-17b1-4e10-b2ef-b29aeef85c5b_1070x816.png" width="1070" height="816" data-attrs="{&quot;src&quot;:&quot;https://substack-post-media.s3.amazonaws.com/public/images/7fd3e547-17b1-4e10-b2ef-b29aeef85c5b_1070x816.png&quot;,&quot;srcNoWatermark&quot;:null,&quot;fullscreen&quot;:null,&quot;imageSize&quot;:null,&quot;height&quot;:816,&quot;width&quot;:1070,&quot;resizeWidth&quot;:null,&quot;bytes&quot;:null,&quot;alt&quot;:null,&quot;title&quot;:&quot;Chart&quot;,&quot;type&quot;:null,&quot;href&quot;:null,&quot;belowTheFold&quot;:true,&quot;topImage&quot;:false,&quot;internalRedirect&quot;:null,&quot;isProcessing&quot;:false,&quot;align&quot;:null,&quot;offset&quot;:false}" class="sizing-normal" alt="" title="Chart" srcset="https://substackcdn.com/image/fetch/$s_!Uc_J!,w_424,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F7fd3e547-17b1-4e10-b2ef-b29aeef85c5b_1070x816.png 424w, https://substackcdn.com/image/fetch/$s_!Uc_J!,w_848,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F7fd3e547-17b1-4e10-b2ef-b29aeef85c5b_1070x816.png 848w, https://substackcdn.com/image/fetch/$s_!Uc_J!,w_1272,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F7fd3e547-17b1-4e10-b2ef-b29aeef85c5b_1070x816.png 1272w, https://substackcdn.com/image/fetch/$s_!Uc_J!,w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F7fd3e547-17b1-4e10-b2ef-b29aeef85c5b_1070x816.png 1456w" sizes="100vw" loading="lazy"></picture><div class="image-link-expand"><div class="pencraft pc-display-flex pc-gap-8 pc-reset"><button tabindex="0" type="button" class="pencraft pc-reset pencraft icon-container restack-image"><svg aria-hidden="true" width="20" height="20" viewBox="0 0 20 20" fill="none" stroke-width="1.5" stroke="var(--color-fg-primary)" stroke-linecap="round" stroke-linejoin="round" xmlns="http://www.w3.org/2000/svg"><g><path d="M2.53001 7.81595C3.49179 4.73911 6.43281 2.5 9.91173 2.5C13.1684 2.5 15.9537 4.46214 17.0852 7.23684L17.6179 8.67647M17.6179 8.67647L18.5002 4.26471M17.6179 8.67647L13.6473 6.91176M17.4995 12.1841C16.5378 15.2609 13.5967 17.5 10.1178 17.5C6.86118 17.5 4.07589 15.5379 2.94432 12.7632L2.41165 11.3235M2.41165 11.3235L1.5293 15.7353M2.41165 11.3235L6.38224 13.0882"></path></g></svg></button><button tabindex="0" type="button" class="pencraft pc-reset pencraft icon-container view-image"><svg xmlns="http://www.w3.org/2000/svg" width="20" height="20" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="lucide lucide-maximize2 lucide-maximize-2"><polyline points="15 3 21 3 21 9"></polyline><polyline points="9 21 3 21 3 15"></polyline><line x1="21" x2="14" y1="3" y2="10"></line><line x1="3" x2="10" y1="21" y2="14"></line></svg></button></div></div></div></a></figure></div><p><span>Beware someone selling you a CPU that&#8217;s &#8220;better for gaming&#8221; because it runs your favorite e-sports title at 240 FPS while the competition can &#8220;only&#8221; hit 210 FPS. That&#8217;s a delta of 0.6 ms/frame, which ain&#8217;t much. You might want to consider other factors.</span></p><p><span>My sense is that, when in doubt, the best language to use to describe differences in game performance is just time in milliseconds. It&#8217;s clarifying.</span></p><h3><span>Displays are insane now</span></h3><p><span>I&#8217;m writing these words using a 32&#8221; 4K desktop monitor. It&#8217;s an OLED with a 240 Hz refresh rate, variable refresh rate support, and near-instantaneous pixel response times. It has a special gaming mode where it does 1080p at 480 Hz</span>&#8212;<span>not to mention that it has perfect blacks, crazy peak brightness in HDR, and a color gamut wider than Alaska.</span></p><p><span>It makes the sharp folks at Blur Busters behind </span><a href="http://testufo.com"><span>testufo.com</span></a><span> seem delusional, because it passes almost every test without showing any artifacts. (&#8220;What, exactly, are these people on about?&#8221;)</span></p><p><span>This, my friends, is </span><em><span>completely frigging bonkers</span></em><span>.</span></p><p><span>I hope folks appreciate what&#8217;s possible now. And I hope, instead of fretting about current GPU and memory prices, gamers realize the best upgrade they can make may well be a better monitor</span>&#8212;<span>for fluidity, responsiveness, visual fidelity, and sheer impact.</span></p><p><span>Minor frame-time variations are vastly less disruptive on a more forgiving display. The FPS vs. frame time plot above can also function as a refresh rate vs. quantization step plot, since the math is the same. At 240 Hz, like on my current monitor, the quantization step between fixed-rate screen updates is 4.2 ms</span>&#8212;<span>one-quarter of the interval on a 60 Hz display. Whenever the GPU has a new frame ready, you&#8217;re going to see it quite soon, perceptually speaking.</span></p><p><span>This plot helps illustrate the relative potential for smoothness.</span></p><div class="captioned-image-container"><figure><a class="image-link image2 is-viewable-img" target="_blank" href="https://substackcdn.com/image/fetch/$s_!PGiR!,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F25cf9f51-cfc5-4cc8-8b27-6e106f351d11_1204x734.png" data-component-name="Image2ToDOM"><div class="image2-inset"><picture><source type="image/webp" srcset="https://substackcdn.com/image/fetch/$s_!PGiR!,w_424,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F25cf9f51-cfc5-4cc8-8b27-6e106f351d11_1204x734.png 424w, https://substackcdn.com/image/fetch/$s_!PGiR!,w_848,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F25cf9f51-cfc5-4cc8-8b27-6e106f351d11_1204x734.png 848w, https://substackcdn.com/image/fetch/$s_!PGiR!,w_1272,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F25cf9f51-cfc5-4cc8-8b27-6e106f351d11_1204x734.png 1272w, https://substackcdn.com/image/fetch/$s_!PGiR!,w_1456,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F25cf9f51-cfc5-4cc8-8b27-6e106f351d11_1204x734.png 1456w" sizes="100vw"><img src="https://substackcdn.com/image/fetch/$s_!PGiR!,w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F25cf9f51-cfc5-4cc8-8b27-6e106f351d11_1204x734.png" width="1204" height="734" data-attrs="{&quot;src&quot;:&quot;https://substack-post-media.s3.amazonaws.com/public/images/25cf9f51-cfc5-4cc8-8b27-6e106f351d11_1204x734.png&quot;,&quot;srcNoWatermark&quot;:null,&quot;fullscreen&quot;:null,&quot;imageSize&quot;:null,&quot;height&quot;:734,&quot;width&quot;:1204,&quot;resizeWidth&quot;:null,&quot;bytes&quot;:null,&quot;alt&quot;:null,&quot;title&quot;:&quot;Chart&quot;,&quot;type&quot;:null,&quot;href&quot;:null,&quot;belowTheFold&quot;:true,&quot;topImage&quot;:false,&quot;internalRedirect&quot;:null,&quot;isProcessing&quot;:false,&quot;align&quot;:null,&quot;offset&quot;:false}" class="sizing-normal" alt="" title="Chart" srcset="https://substackcdn.com/image/fetch/$s_!PGiR!,w_424,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F25cf9f51-cfc5-4cc8-8b27-6e106f351d11_1204x734.png 424w, https://substackcdn.com/image/fetch/$s_!PGiR!,w_848,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F25cf9f51-cfc5-4cc8-8b27-6e106f351d11_1204x734.png 848w, https://substackcdn.com/image/fetch/$s_!PGiR!,w_1272,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F25cf9f51-cfc5-4cc8-8b27-6e106f351d11_1204x734.png 1272w, https://substackcdn.com/image/fetch/$s_!PGiR!,w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F25cf9f51-cfc5-4cc8-8b27-6e106f351d11_1204x734.png 1456w" sizes="100vw" loading="lazy"></picture><div class="image-link-expand"><div class="pencraft pc-display-flex pc-gap-8 pc-reset"><button tabindex="0" type="button" class="pencraft pc-reset pencraft icon-container restack-image"><svg aria-hidden="true" width="20" height="20" viewBox="0 0 20 20" fill="none" stroke-width="1.5" stroke="var(--color-fg-primary)" stroke-linecap="round" stroke-linejoin="round" xmlns="http://www.w3.org/2000/svg"><g><path d="M2.53001 7.81595C3.49179 4.73911 6.43281 2.5 9.91173 2.5C13.1684 2.5 15.9537 4.46214 17.0852 7.23684L17.6179 8.67647M17.6179 8.67647L18.5002 4.26471M17.6179 8.67647L13.6473 6.91176M17.4995 12.1841C16.5378 15.2609 13.5967 17.5 10.1178 17.5C6.86118 17.5 4.07589 15.5379 2.94432 12.7632L2.41165 11.3235M2.41165 11.3235L1.5293 15.7353M2.41165 11.3235L6.38224 13.0882"></path></g></svg></button><button tabindex="0" type="button" class="pencraft pc-reset pencraft icon-container view-image"><svg xmlns="http://www.w3.org/2000/svg" width="20" height="20" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="lucide lucide-maximize2 lucide-maximize-2"><polyline points="15 3 21 3 21 9"></polyline><polyline points="9 21 3 21 3 15"></polyline><line x1="21" x2="14" y1="3" y2="10"></line><line x1="3" x2="10" y1="21" y2="14"></line></svg></button></div></div></div></a></figure></div><p><span>So yes, this is good.</span></p><p><span>This new display reality ought to inform how we spec PCs and how we think about minimum requirements for gaming. In my view, one should spec a gaming system with a fast display, and it&#8217;s worth giving up a tier or two in terms of the GPU or CPU spec in order to do so.</span></p><h3><span>Is VRR cooked, chat?</span></h3><p><span>One question I have in this context</span>&#8212;<span>and I legitimately don&#8217;t know the answer</span>&#8212;<span>is whether variable refresh rate features like G-Sync and FreeSync still add real value and have a bright future. I&#8217;d like to look further into the exact, delivered benefits of the ability to vary update rates compared to something like a 240 Hz OLED running at a fixed refresh rate. (For this comparison, I&#8217;m assuming vsync is enabled in the fixed-refresh case, so neither solution tears.) We know those benefits are increasingly marginal as fixed refresh rates rise, given the shrinking quantization steps illustrated above. And I know that some displays, particularly LCD panels, have had real trouble dealing with the combination of varying refresh rates while supporting HDR-class dynamic brightness.</span></p><p><span>Will the simplicity of a fast, fixed refresh rate win out in the end? Perhaps not for mobile devices where power consumption is king, but everywhere else? I dunno.</span></p><h3><span>Wrapping up</span></h3><p><span>That&#8217;s probably about enough for now. I guess I had plenty to say after over a decade without publishing something like this. There are still more topics I&#8217;d like to address, and I&#8217;ll call my shot on two of them.</span></p><p><span>First, one of the most difficult lessons I learned from working in the industry is that having the right metrics without the right data isn&#8217;t worth much. I was able to influence some of the places where I worked to use frame-time-based metrics in their performance reporting, but typically, they were reporting those metrics against data sets produced by scripted benchmarks, not actual gameplay sequences. The results were therefore of limited value in understanding how our product compared to the competition in real-world use. Turns out big companies are loath to pay people to play video games for testing. Engineers and engineering leaders like automation</span>&#8212;<span>even at the cost of actual insights.</span></p><p><span>I think the rise of AI has created an opportunity for tools to capture something much more like real-world gameplay. I&#8217;m curious to see what&#8217;s possible in the coming years.</span></p><p><span>Second, one of the unsolved problems in gaming animation remains the synchronization between the physical simulation in the game world</span>&#8212;<span>which dictates the content of each frame of animation</span>&#8212;<span>and the time when the frame is displayed to the user. Different game engines vary in how they handle this stuff, but from what I gather, the answer is </span><em><span>still </span></em><span>generally just &#8220;go fast enough, and it will all work out.&#8221; Usually it does, more or less, but more precise synchronization might pay surprising dividends. I know work is being done on this front, and I&#8217;d like to revisit the subject again soon.</span></p><p><span>I haven&#8217;t even touched on a bunch of other fascinating developments in gaming and graphics, like the huge software improvements in Linux for running Direct3D games, neural upscaling, or frame interpolation. I suppose that means there&#8217;s room for more of this sort of thing.</span></p><p><span>If you&#8217;d like to see more, please subscribe to Damage Labs and let me know what you&#8217;d enjoy seeing covered. With enough support, I&#8217;d like to turn this into a paying gig and continue writing regularly. We&#8217;ll see where it goes.</span></p><div class="subscription-widget-wrap-editor" data-attrs="{&quot;url&quot;:&quot;https://www.damagelabs.com/subscribe?&quot;,&quot;text&quot;:&quot;Subscribe&quot;,&quot;language&quot;:&quot;en&quot;}" data-component-name="SubscribeWidgetToDOM"><div class="subscription-widget show-subscribe"><div class="preamble"><p class="cta-caption">Thanks for reading Damage Labs! Subscribe for free to receive new posts and support my work.</p></div><form class="subscription-widget-subscribe"><input type="email" class="email-input" name="email" placeholder="Type your email&#8230;" tabindex="-1"><input type="submit" class="button primary" value="Subscribe"><div class="fake-input-wrapper"><div class="fake-input"></div><div class="fake-button"></div></div></form></div></div><p></p>]]></content:encoded></item></channel></rss>