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It was released in 2016 and does support AVX2. In general what matters when building a decent rig is aiming to balance performance to optimize against bottle necks. He demonstrated the system in various modern games, for instance running Delta Force at 4k/120FPS. And the CPU was scarcely getting touched - running at around 20%.

You can spend a ton of money on a bleeding edge CPU and see 0 performance gain in almost all cases, because basically no modern games are CPU limited, or even remotely close to it, so you're sitting there with your overpriced CPU basically idling.

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I think many people are out of the loop on PC costs and performance. The days where you needed some $1000+ bleeding edge rig to even begin to play the latest stuff are long gone. Since this thread is on consoles - an approximate PS5 equivalent video card is the RX 6700 XT which is like $200-$300, and that is, by far, the biggest expense.





> It was released in 2016 and does support AVX2

My mistake, I missed off the important "v4" when looking up the model. Embarrassing.


Gaming tends to adjust to consors, and we're nearing 6 years of gen 9 consoles. expect any "entry level gaming" computer to either be portable or competitive with the $600 price point I can grab at any major retailer.

Otherwise, sure. I can build a potato for $300 and i will probably enjoy Silksong just fine. But at that point why not buy a non-gaming laptop?


The $400 system linked above can run modern games in 4k/120FPS. And that was far from some search for the most efficient price:performance build, it was just the first thing that came up on a quick search. If one is willing to do things like buy a refurbished hardware and assume you already have an OS, you could easily bring that down to $300 and maybe even start pushing towards $200.

Gaming has just gotten so absurdly cheap, but most people's mindsets are stuck in 15 years ago, when it was absurdly expensive and consoles were really the only way to help keep it to a relatively reasonable, and stable, cost. In modern times consoles will generally be price competitive for about a year, but then fall off as hardware prices decline, yet their retail sticker price generally stays the same.

On top of this now a days just about everything also comes to PC as well, so one of the biggest arguments of the past (console exclusives) is no longer valid. Even Japan is finally bringing their stuff to PC. And there also tends to be much more competition on PC, so rare will be the time that you need to pay $60++ for a new game. Though that is one area where many Japanese studios are still lagging behind the rest.


Older games at medium settings, or shooters at low settings sure. If that's your compromise for frames then a relative potato can still play it. I'm not sure I call that "modern" in the same way something God of War Ragnarok is "modern".

>Though that is one area where many Japanese studios are still lagging behind the rest.

Its a different model. They aren't trying to sell millions of copies to report engagement and sales, so they want to lock in the smaller audience they have and get as much out of that. Nintendo style. That's why you'll see the larger public studios like Square Enix and Capcom doing western style, generous sales so their sales calls can be "we sold 20% more YoY from new releases". Koei Tecmo, not so much. And Sega seems to straddle the line depending on the franchise.


Delta Force was released in January of this year. He was running it at 4k and 120FPS in medium. If you're willing to go for 60FPS or 1920x1080 I'm certain he could have it running in ultra or whatever at 60FPS. And that was on a less than $400 PC. Similarly he was also playing CS2 (released late 2023) in medium 4k at what seemed to average around 90FPS.

For contrast most PS5 games are going to run at 1080p at the highest, which is then upscaled to 4k output, and generally capped at 60FPS.

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I think Japanese studios are simply mispricing their games. Shin Megami Tensei V is a game that could probably be quite big on the PC but instead has less than 3500 reviews (as a ballpark for sales) because of a price that's way outside the peak point on the supply:demand curve. It also has almost no regional pricing adjustments - like $50 in India and Vietnam, $40 in China, etc, for a game may as well have a label saying 'please pirate me, I don't want your patronage.'

In classical advertising it was believed that lowering the price of something was subconsciously associated with a lower quality/brand damage in the consumer, and they're probably still under this school of thought. But I think at this point it's largely obsolete, certainly in software. People, in general, just don't pay $60 (or anywhere near it) for games on PC anymore.




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