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Guru3D.com » News » AMD Ryzen 5 5600X Beats Intel Core i5-10600K

AMD Ryzen 5 5600X Beats Intel Core i5-10600K

by Hilbert Hagedoorn on: 10/20/2020 08:53 AM | source: TUM_APISAK (Twitter) | 52 comment(s)
AMD Ryzen 5 5600X Beats Intel Core i5-10600K

And before I continue the news item, that Core i5-10600K has a 125W TDP, the AMD one ... 65 Watts.  Anyhow, meet the Ryzen 5 5600X CPU. TUM_APISAK stumbled into some entries at the SiSoftware Sandra benchmark.

The Ryzen CPU has six of Zen 3 cores with 12 threads, paired with 32 MB of level three (L3) cache. The proc is clocked at 3.7 GHz base frequency, while the boost speeds are reaching 4.6 GHz.

  • The AMD Ryzen 5 5600X CPU has scored Processor Arithmetic and Processor Multi-Media scores of 255.22 GOPS and 904.38 Mpix/s.
  • Intel Core i5-10600K CPU, which is likely its targeted competing category, it scores 224.07 GOPS and 662.33 Mpix/s for Processor Arithmetic and Processor Multi-Media tests each.

That's a good 14% more perf. Of course we need way more benchmarks than that, but considering my Wattage remark and these preliminary results, we'd say Ryzern 5000 is gonna be a hit. 



AMD Ryzen 5 5600X Beats Intel Core i5-10600K




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H83
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Posts: 4488
Joined: 2009-09-08

#5846351 Posted on: 10/25/2020 03:15 PM
Horizon Zero Dawn scales up a bit but I think you have diminishing returns after a while, Codemasters were also pretty early out with multi-core support for some of their racing games but after quad cores there's a lot of games where six or eight is more diminishing.

Assassin's Creed Origins and Odyssey benefit from a nice hexa core CPU by how they utilize multi threaded rendering but the difference from six to eight cores is again fairly small and above that there's little benefits.
Monster Hunter World I think got fixed it hit negative due to some error and spawned 32 threads for no reason though you can also undo the games constant CPU CRC checks regaining 10 - 20% CPU workload and a good bit of performance for mid and low end processors because Capcom thought it was a good idea to have something going every frame for anti cheat purposes. :p
(And again passing octa core I don't think there's any bigger gains purely from having more cores available.)

Horizon's the first one I know of where it explicitly mentions scaling to 12 cores but I would assume that above six or eight the numbers aren't as impressive although at least more and more games are now pushing into hexa and octa core CPU territory and actually using it instead of having single core limitations and up-to for quad core support.

Hmm suppose Vulkan and D3D12 will also help with this, come to think of it since it doesn't have a primary render thread as such I suppose DOOM Eternal is also a bit less bound to CPU0 but I don't think is is a common thing in video game engines.
Familiarity with the low level API's and the new console generation might kick it off a bit more though. :)

From what i´ve been reading about the importance of cores count in gaming, there seems to be a performance increase of 20% in the best cases between a quad core CPU and an octa core CPU. And the biggest jump happens when we go from a quad core to a six core CPU, the next jump to eight cores brings a much smaller performance increase.

It seems games don´t scale very well with more cores and it seems there´s an "hard" limit at eight cores with the sweet spot being six cores. Maybe thing will change with new consoles but i doubt it.

JonasBeckman
Senior Member



Posts: 17563
Joined: 2009-02-25

#5846407 Posted on: 10/25/2020 08:22 PM
I'm hoping that over time older practices and standards and the new ways of leveraging CPU and GPU to their utmost with D3D12 and Vulkan and improvements to these new API's will see further gains although D3D11 and quad core CPU's already begun shifting away from single core reliance and then dual core scaling though it's taken a bit of time but by this point there's a good benefit for at least a hexa core CPU though efficiency and single thread performance is still a important factor.

Game engines take time too and complete overhauls or new engines are big investments so that might coincide more with the new generation of console hardware and a newer hardware basis and what to target and scale towards but the PC platform still has issues with problematic ports and practices that are outdated or ineffective plus just a matter of how much time and money to spend and doing it internally or outsourcing the port which could have additional issues.

Multi-tasking, media and graphics or overall work and professional software or other applications can still benefit nicely though, scaling up as well as down is also a potential problem along with thread priorities and a increasing difficulty in scaling with a greater number of available cores even as the OS and scheduler has improved also in handling this.

A few years and familiarity with the new tools and SDK's, API's and all that and then we'll see I suppose.
This affects consoles too but since they're fixed hardware it's going to be smoothed out a bit better there whereas for the PC there's a much greater number of hardware combinations and then software like the OS and drivers and all that.


Assassin's Creed Valhalla is going to be a interesting title for the upcoming releases having shown a change in requirements since Origins and limitations of D3D11 and performance both GPU and CPU bottlenecked in Odyssey but now it's utilizing DirectX 12 so there's a chance scaling has improved a lot and greatly reducing some of the limitations and bottleneck situations under D3D11

Suppose Red Engine in Cyberpunk 2077 could also be a showcase potentially or perhaps more directly the remaster for Witcher 3 whenever that comes out if it's been handled well.

EDIT: Then there's this little issue with the D3D11.1 extensions and support.



At least on AMD's side it's sounding like RDNA has cleared any hardware problems so they technically could now support this going forward and D3D11 isn't going anywhere so hopefully they will.
(In turn however as I understood it AMD and NVIDIA have different directives for D3D12 multi threading and best practices so yay.)

Reddoguk
Senior Member



Posts: 2482
Joined: 2010-05-26

#5846438 Posted on: 10/25/2020 11:17 PM
The higher clocks on the 5900X will make it match the 5800X for game fps, yes the 5800X will have less latency but the higher clocks will matter too.

5800X might be a lotto too, you may get a really good one or a not so good one. both will be fast but we'll have to see if this is true.

nizzen
Senior Member



Posts: 2277
Joined: 2005-08-05

#5846449 Posted on: 10/26/2020 12:08 AM


Mufflore
Senior Member



Posts: 13854
Joined: 2010-05-22

#5846472 Posted on: 10/26/2020 04:24 AM
There is a very good reason for this - the 5800x will consist of a single 8 core ccx, where all cores are enabled.

The 5900x will consist of 2 ccx where 6 of the 8 cores are enabled. This allows for "faulty chips" to still be sold.

The fact that the 5800x only consists of a single ccx (unlike previous ryzen chips, that only had 4 cores per ccx) means it will have much lower latency than the 5900x, which is what matters for gaming, and the reason that intel has held the gaming crown for so long.

In other words, the 5800x will be THE gaming chip to get.
Unfortunately AMD have shown its not a good idea to buy at launch if you want to clock it, wait some time for the better silicon to surface.

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