So what happens now? Microsoft has customised Jaguar for Xbox One X, so we get a 31 per cent bump in frequency with associated benefits, plus some interesting tweaks designed to maximise performance from L2 cache, but it's still a CPU of the same generation with the same fundamental limits in place. It's an open secret that AMD's Ryzen architecture is the way forward, and the smart money is on one Zen CCX module containing four cores running eight threads making up the CPU component of the next-gen APUs in the PC space. Implementation will vary - perhaps dramatically so on a console - but the current Ryzen processors are based on two CCXs in a single package, opening the door to four, six and eight core processors, depending on which bits AMD chooses to disable. All decent AM4 motherboards allow the user the choice of disabling CCXs, so we took a Ryzen 7 1700, and ran it as a quad-core part with one CCX.
We're didn't go in expecting to deliver anything like firm benchmarks, more an indication of what Ryzen is capable of on gaming workloads that have vexed the current-gen machines. Indeed, there are many reasons why our results with our Ryzen candidate may be lower than expected - there's none of the to-the-silicon optimisation console developers like to pursue, while AMD itself has stated that library PC games require updates to get the most out of the new architecture. On top of that, the PC versions don't have access to the stripped back APIs used on consoles, meaning further, additional overhead. Regardless, the results on their own terms impress.
Take The Witcher 3, for example. It's a title very much based on current-gen constraints, targeting 30Hz on consoles - a frame-rate objective it generally managed to hit after several patches. In general gameplay in the open world, our Ryzen candidate hits 100-120fps once GPU limits are effectively removed. In our CPU-busting Novigrad City benchmark, we're still at 80 to 90fps or thereabouts.
Just Cause 3? The same kind of physics work that bludgeons the console Jaguar cores into submission occupies an area between 55 to 80fps. It's a transformative experience, and it's identical to the kind of frame-rates we get from Assassin's Creed Unity in its busiest, most NPC-heavy scenes - and this title is important, in our view. It was a first-gen try-out of a new level of world simulation: flawed and limited in some respects but a genuine attempt to kick off a generational leap in world fidelity. There's a strong argument that owing to console hardware constraints, we never got to see where further iterations of that technology would have led us.