Category Archives: Technology

How a Jazz Musician and Entrepreneur Spends His Sundays

The jazz bass player Matthew Garrison doesn’t like to slow down. “I’m always thinking, doing,” he said.

As a performer, he has toured with Herbie Hancock, and as a producer, he is helping to organize upcoming shows with the pianist Jason Moran, the drummer Jack DeJohnette and others. But most days, he is focused on producing music events through ShapeShifter Lab and its nonprofit arm, ShapeShifter Plus. He also created the app Tunebend, which facilitates virtual collaborating and recording among musicians.

Mr. Garrison, who is the son of Jimmy Garrison, the bassist for John Coltrane, seems to like pushing boundaries in the jazz world. “I’m really tired of the stagnant music scene, where this club only books a certain type of band and that club only books musicians that play this genre,” he said.

For a decade, Mr. Garrison ran a performance space in Gowanus, Brooklyn, also called the ShapeShifter Lab, but it closed last year. Soon, he will open a new venue. “My new space will be a place for performers, those genius rejects, who would not otherwise be able to play in the city.”

Mr. Garrison, 52, lives in Park Slope with his business partner, Fortuna Sung, 51.

DARK AND QUIET Time has been wonky post-pandemic. It sounds horrible, but sometimes I wake up as early as 4 a.m. I get a lot of work out of the way. I code for my apps, including Tunebend, and organize things on my computer for a few hours because everyone is asleep. There’s no one around calling, texting or bugging you.

CAFFEINATED NAP I might have some coffee and a light breakfast. I have a weird relationship with coffee these days. It doesn’t keep me awake. I now use coffee as a sleep aid. I don’t know how that works. So after I work for a few hours and drink some coffee, I often go back to sleep.

WORKING WEEKEND I wake up again around 9 or 10 a.m. and I’ll have another cup of coffee. The music industry is a 24-hour thing. I communicate with folks in Europe and Japan all the time, so my weekends don’t count as a day off. I have to divide my work hours and devote certain days to my three ventures to get everything done. On Sundays, I try to get to the stuff I couldn’t do during the weekday. But I make a mess if I multitask too much.

STEPS Then I might compose for several hours. Or I go take a walk in Prospect Park or zigzag through neighborhood streets. Sometimes I venture out into Gowanus and Carroll Gardens. Fortuna says I walk too fast, but I need to get my heart rate up. My body is telling me I need it.

SONG LAYERS I listen to music on Tunebend while I walk. I listen to see how all the bits and pieces that were recorded can become layers in a song. You can swap out different performers for the same part, so I do a lot of listening and rearranging. But I’m also interacting with the app as a user to see if anything needs to be tweaked. I know it doesn’t seem like it, but this is how I decompress.

PIECING IT TOGETHER When you’re coding or composing music, you’re problem-solving. You’re in continuous research mode to figure out why something is done in a particular way. In the jazz world, there’s so much that you have to know and be able to play in a fraction of a second. In coding, you also have to remember all these bits and pieces to build something. The only difference between the two worlds is the pay!

NEW SPACE I finally got the keys to a new performance space that we’ll open by the end of the year. So far I’ve done a livestream workshop on how to use the Tunebend app, but I’m gearing up for a lot of fund-raising so we can put on shows and events for all types of musicians here.

SUSTENANCE We get our errands done in the neighborhood, including groceries from the Park Slope Food Co-op. Fortuna, whose family is from Hong Kong, is the better cook. Her artist parents also owned and operated a restaurant, so she knows her way around a kitchen. When we eat out, it might be Japanese or Thai. Today we had dinner with my mom at Littleneck.

OLD-PEOPLE TIME After dinner, I’ll watch TV or read. I’m news-centric: There’s so much stuff to keep up with, which makes me understand how I can make this world a better place. I also like tech stuff, like articles about the newest plug-ins for music software. My mom still scolds me that all my reading is done on a screen. Now I’m on old-people time: I’m in bed by 9 or 10 p.m.

Sunday Routine readers can follow Matthew Garrison on Instagram and Twitter @garrisonjazz.

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Brian_F’s Jamie takes on RobTV’s Ryu in a first-to-three in Street Fighter 6

Evo 2022 provided players with an opportunity to try out the Street Fighter 6 demo featuring Ryu, Chun-Li, Luke, and Jamie. Luckily for the rest of us, Capcom allowed players to capture footage of their matches.

Over on Brian_F’s YouTube channel, a video showcasing a set between RobTV’s Ryu and Brian_F’s Jamie can be watched. Since these two apparently spent a lot of time testing mechanics, this meant that they only had enough single first-to-three set.

As expected of RobTV, he’s able to rely on fundamentals and footsies with Ryu to bully Brian_F’s Jamie. While Street Fighter 6 appears to have a heavy emphasis on offense, RobTV is able to use Ryu’s fireballs to effectively keep Jamie at bay.

Despite this, Brian_F was able to corner RobTV on multiple occasions. Though Jamie is a character that’s new to the Street Fighter series, Brian_F showcased exactly how to make use of the newcomer’s Rekka strings and dive kick.

However, Brian_F noted that both he and RobTV were new to Street Fighter 6, and the televisions present at Evo 2022 were laggy. Evidently, he feels like the gameplay showcased here was “pretty weak.”

Still, I can’t help but feel like both players were able to provide a small taste of what high level fighting game fundamentals can do in Street Fighter 6’s environment. Check it out below:

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MSI MPG X670E Carbon WiFi Motherboard Listed Online For Over 550 Euros, PRO X670-P WiFi For Over 350 Euros

It’s not just the AMD Ryzen 7000 “Zen 4” CPUs that are appearing on online listings but MSI’s X670 motherboards have also been listed by various Italian retailers.

MSI’s MPG X670E Carbon WiFi & Pro X670-P WiFi Motherboards Listed By Italian Retailers

There are various Italian retailers that have listed the two motherboards as discovered by resident Twitter Leaker, Momomo_US. Three Italian retailers which include Eurotronic, TekWorld & City Web Shop have the motherboards listed but do keep in mind that once again, these are preliminary lists with early prices which do not reflect the final MSRPs. The prices also include a +22% VAT for Italian market regions so that’s also accounted for.

With that said, the MSI MPG X670E Carbon WiFi being a high-end offering starts at 562.19 Euros & goes all the way up to 640.15 Euros while the Pro X670-P WiFi motherboard starts at 374.35 Euros and goes all the way up to 416.50 Euros. Following is the full pricing list along with retailer-specific links:

These are certainly much higher prices than the X570 predecessors and also more expensive than the Z690 offerings of the same tier. Hopefully, we will be getting decent prices at launch but the 22 percent VAT still applies in the European region.

MSI X670 Motherboard “Preliminary” Prices (Credits: Harukaze5719)

Motherboard Name With +22% VAT W/O VAT Euros to USD (W/O VAT)
MPG X670E Carbon WiFi 562.19 Euros 460.81 Euros $474.64 USD
MPG X670E Carbon WiFi 625.50 Euros 512.70 Euros $528.09 USD
MPG X670E Carbon WiFi 640.15 Euros 524.71 Euros $540.45 USD
PRO X670-P WiFI 374.35 Euros 306.84 Euros $316.05 USD
PRO X670-P WiFI 416.50 Euros 341.39 Euros $351.64 USD
PRO X670-P WiFI 426.27 Euros 349.40 Euros $359.88 USD

MSI MPG X670E Carbon WIFI Motherboard – An All-Rounder With High-End I/O

MSI has also given the X670E treatment to its next CARBON WIFI motherboard. This means we will be getting the same PCIe Gen 5 support for storage and graphics on this motherboard too. Listed features include:

  • Extended Heatsink with heat-pipe
  • 18+2 phases / 90A power stages
  • Lightning Gen 5 slot & M.2 support
  • Screwless M.2 Shield Frozr
  • Onboard 2.5G LAN & WIFI 6E
  • USB Type-C supports up to DP 2.0

MSI PRO X670-P WIFI – Entry Into The X670 Segment With Quality Features!

Finally, we have the MSI PRO X670-P WIFI which combines stable functionality with high-quality assembly. Now one thing that MSI has told is that the X670E class motherboards will come with a 10-layer PCB design while the X670 motherboards will come with up to 8-layer PCBs. We know that the X670E class motherboards need those increased server-quality PCB layers to maintain the Gen 5.0 signal integrity for both discrete GPUs and storage. Since the X670 motherboard doesn’t have to offer both dGPU and M.2 Gen 5 support, they can do away with 8-layers which is still a high-end PCB design. The main features of the motherboard include:

  • Extended Heatsink Design
  • 14+2 phases / 80A SPS stages
  • Lightning Gen 5 M.2 support
  • 1x Double-side M.2 Shield Frozr
  • Onboard 2.5G LAN & WIFI 6E
  • USB Type-C supports up to DP 2.0

MSI X670E & X670 Motherboard Specs

Motherboard Name MSI MEG X670E GODLIKE MSI MEG X670E ACE MSI MPG X670E Carbon MSI PRO X670E-P WiFi
Chipset X670E X670E X670E X670E
Form Factor E-ATX E-ATX ATX ATX
PCB Color Black Black Black Black
PCB Layers 10 Layer 10 Layer 8 Layer 8 Layer
Motherboard Color Black + White + Gold Black + Gold Black Black + White
VRM Design 24+2+1 (105A) 22+2+1 (90A) 18+2+1 (90A) 14+2+1 (80A)
VRM Heatsink Wavy Fin / Cross heat-pipe / MOSFET backplate Stacked Fin Array / Direct Touch Heat Pipe / MOSFET Baseplate Extended Heatsink with Heatpipe Extended Heatsink
PWM Controller TBD TBD TBD TBD
Power Stages TBD TBD TBD TBD
Power Delivery (CPU) 8+8 8+8 8+8 8+8
Memory DIMMs 4 DDR5 DIMM 4 DDR5 DIMM 4 DDR5 DIMM 4 DDR5 DIMM
Memory Support DDR5-5600 (JEDEC)
DDR5-**** (EXPO)
DDR5-5600 (JEDEC)
DDR5-**** (EXPO)
DDR5-5600 (JEDEC)
DDR5-**** (EXPO)
DDR5-5600 (JEDEC)
DDR5-**** (EXPO)
Memory Capacity 128 GB (Max) 128 GB (Max) 128 GB (Max) 128 GB (Max)
PCIe Gen 5.0 Slots 3 (x8/x4/x4) 3 (x8/x4/x4) 2 (x16/x8) 0
PCIe Gen 4.0/3.0 Slots 1 (x16) 0 1 (x16) 3 (x8/x4/x4) / 1 (x1)
M.2 Gen 5.0 Slots 1 1 2 1
M.2 Gen 4.0 Slots 3 3 2 3
M.2 Heatsinks M.2 Shield Frozr Heatsinks M.2 Shield Frozr Heatsinks M.2 Shield Frozr Heatsinks M.2 Shield Frozr Heatsinks
SATA III Ports 8 6 6 6
WiFi Capabilities WiFi 6E WiFi 6E WiFi 6E WiFi 6E
LAN Capabilities 1 x 10 GbE (Marvell AQtion)
1 x 2.5 GbE (Intel I225V)
1 x 10 GbE (Marvell AQtion) 1 x 2.5 GbE (Realtek 8125B) 1 x 2.5 GbE (Realtek 8125B)
USB 4.0 Ports 0 0 0 0
USB 3.2 Ports 15 17 13 13
USB 3.1/3.0/2.0 Ports 4 4 6 4
RGB Sync Software MSI Mystic Light MSI Mystic Light MSI Mystic Light MSI Mystic Light
Price TBD TBD TBD TBD

For the full details on all the AMD X670E & X670 motherboards, you can check out our full features and specifications roundup of all the AM5 motherboards that have been revealed so far over here.



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PS4 sold “twice as many” units as Xbox One, new court papers show

New court documents have confirmed that Sony’s PS4 console sold “twice as many” units as Microsoft’s Xbox One during last-gen’s “console wars”.

Confirmation comes via Brazilian court papers wherein Microsoft is defending its acquisition of Activision Blizzard in front of the Brazilian competition authority, CADE.

Eurogamer Newscast: Are Sony and Microsoft’s squabbles over Call of Duty just business as usual?

As spotted by GameLuster and translated via Google Translate – so bear with me; this may not be a 100 per cent word-for-word translation – page 17/18 (paragraph 46) of Microsoft’s own published court papers state that “Sony has surpassed Microsoft in terms of console sales and installed [sic] base, having sold more than twice as many Xbox [One units] in the last generation”.

Back in January, Sony confirmed that more than 116m PS4 consoles have now been sold worldwide, and recently gave a lifetime sales total of 117.2 million, making it one of the most successful consoles of all time, if not quite eclipsing its most popular system, PS2. And while Microsoft has been more reticent about its sales figures, if the claims in the Brazillian court papers are right, that means Microsoft’s Xbox One system could have sold around half that amount: somewhere in the region of 50-60 million.

Interestingly, the legal paperwork also gives us insight into Microsoft’s own perceived market position, and its desire to push the “gamer-centric” Xbox Game Pass rather than compete directly against Sony’s new-gen hardware, refuting claims that the “inclusion of Activision Blizzard content in the Xbox Game Pass catalogue would represent a ‘tipping point’ in the market”.

Microsoft also details its deliberate decision to “mov[e] away from a strategy of ‘device-centric’ business towards a more consumer-centric” or “gamer-centric” service, like its subscription.

It also specifically uses the term “console wars”, intimating that “due to brand loyalty”, Xbox is unlikely to compete successfully with Sony’s hardware even in the next/current-gen cycle as “PlayStation will continue to have a strong market position”.

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Apple may soon bring more ads to your iPhone

Apple could eventually bring ads to more of the apps that come pre-installed on your iPhone and other Apple devices, including Maps, Books, and Podcasts. According to a report from Bloomberg’s Mark Gurman, Apple has internally tested search ads in Maps, which could display recommendations when you search for restaurants, stores, or other nearby businesses.

Apple already implements a similar advertising model on the App Store, as developers can pay to have their app promoted on a search page for a particular query, like “puzzle games” or “photo editor.” As noted by Gurman, ads on Maps could work in the same way, with businesses paying to appear at the top of search results when users enter certain search terms.

Gurman believes that Apple could introduce ads to its native Podcasts and Books apps as well. This could potentially allow publishers to place ads in areas within each app, or pay to get their content placed higher in search results. Just like Maps, Podcasts and Books are currently ad-free.

And while the App Store already has ads on the Search tab, Gurman expects Apple to expand ads to the Today tab and app download pages, which tracks with previous reports from 9to5Mac, Apple Insider, and MacRumors. According to 9to5Google, ads on the Today tab will show up as larger cards with the word “Ad” placed beneath the app’s name, while ads on individual app pages will appear highlighted in blue in the “You Might Also Like” section.

Gurman mentions the potential for advertising on Apple TV Plus, too, and says the company could opt to create a lower-priced ad-supported tier, something both Netflix and Disney Plus plan on doing by the end of this year. Right now, Apple TV Plus offers only a $4.99 / month ad-free subscription plan (although it has started showing ads during its Friday Night Baseball livestreams).

Apple first introduced ads on the App Store in 2016, and also displays apps on its Stocks and News apps. Last September, the company started asking users whether they want to enable the Personalized Ads that appear on these apps, in compliance with its own App Tracking Transparency (ATT) policy that cost social platforms billions of dollars.

ATT gives users the option of disabling the tracking tools advertisers use to display targeted ads. It may have contributed to the overall growth of Apple’s advertising sector, as it has left businesses scrambling to reconsider their advertising strategies. According to data that Insider obtained from research firm Omdia, Apple’s advertising business grew 238 percent to $3.7 billion in 2021.

Apple’s move to open up more ad slots on its App Store — and potentially on Maps, Podcasts, and Books — could signal that Apple’s looking to expand its advertising business even more. In May, a report from Insider revealed that Eddy Cue, Apple’s senior vice president of services, is reportedly planning to restructure Apple’s services business to direct more attention to streaming and advertising. Apple’s services arm, which includes advertising and its various subscriptions, saw a 12 percent increase in revenue last quarter.

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Apple Silicon Face-Off: M1 Ultra and M1 Max take on high-end PC juggernauts

It’s high time Digital Foundry took a look at Apple Silicon and today we’re going to be looking at the higher-end chips in the line-up. Our focus is on the monster that is the M1 Ultra, found within the latest Apple Mac Studio, but we’re also going to be checking out the MacBook Pro’s M1 Max. It’s the M1 Ultra that truly commands our attention though: this system-on-chip represents the highest end computer processor Apple has designed to date, with the firm claiming it should be as fast as a high-end Windows desktop. Packing 20 CPU cores, a 21 teraflop GPU, and 800GB/s of memory bandwidth, it certainly seems like it could be – but how does it measure up in real-world testing and how well does it game?

The M1 and M2 lines are the culmination of a long journey that has seen the firm transition away from SoCs based on third party design and IP, moving all chip design in-house to the furthest extent realistically possible. Apple designs its own GPUs, its own CPUs, and handles SoC design and integration. This results in tremendous control over processor design – the kind of control you would need to scale a phone processor up for high-end desktops.

Which brings us to the M1 Ultra. Since 2020, Apple has been moving its Mac desktops and notebooks away from Intel CPUs and AMD GPUs and over to its in-house SOCs, taking the same fundamental tech from iPhones and integrating it into computers. Apple started with lower-end and lower-power form factors, but finally came around to high-end desktops with the release of the Ultra a few months ago. The M1 Ultra isn’t really its own unique chip, however. It’s actually two M1 Max SoCs connected over a high-bandwidth 2.5TB/s interposer. To the operating system and the user it seems like one monolithic chip with 1 CPU and GPU, but in reality this is two chips linked through a first-of-its-kind interconnect with the performance to support a dual-chip GPU and CPU.

Digital Foundry’s video analysis of the M1 Ultra and M1 Max processors, stacked up against powerful PC equivalents including the Core i9 12900K and RTX 3090.

The Ultra packs a whopping 20 CPU cores, split between 16 performance cores and 4 efficiency cores in a configuration similar to modern Intel designs. While the clockspeeds may be lower than desktop PC CPUs, instructions-per-clock are higher on the performance cores, leading to similar overall performance-per-core. In its highest-end spec, the 21 teraflop GPU features 64 of Apple’s in-house graphics cores, with performance similar to an RTX 3090 according to Apple, though we’ll touch on this later. To round things out, the system packs a stunning 800GB/s of memory bandwidth to keep those GPU and CPU cores well-fed.

M1 Ultra is only currently available in the Mac Studio desktop computer, which we tested in its maxed-out configuration, with 128GB of memory and an 8TB SSD. Most interestingly, this computer has a volume of just 3.7 litres, which is truly tiny and only slightly larger than an Xbox Series S. It uses two blower-style fans that pull air through a large copper heatsink to dissipate the roughly 200W that the system pulls at load, which is a small fraction of the energy used by a high-end desktop PC.

So let’s move on and actually measure how fast this machine is. We’re going to start off with gaming tests before closing with productivity benchmarks and synthetics. Is this machine truly as fast as a high end desktop PC – or possibly even faster? Let’s take a look at our gaming benchmarks, calculated via video capture as is the Digital Foundry way. While internal benchmarks are largely accurate these days, our philosophy is that the only frames that matter are the frames that actually make it to the video output of the hardware.

M1 Max (MBP 2021) M1 Ultra (Mac Studio 2022) RTX 3080M 150W (MSI GP66 Laptop) RTX 3090 (Desktop PC)
Shadow of the Tomb Raider 31.0 49.0 29.0 65.0
Metro Exodus 27.9 34.8 30.3 71.6
Total Warhammer 3 14.9 25.4 25.3 47.4
World of Warcraft 18.4 36.2 32.9 81.6
Wildlife Extreme Bench 20215 35498 24247 42451

It’s not a particularly large table because, unfortunately, there aren’t many high-end Mac games that we can actually test, particularly when it comes to big-budget games. But we do have a few titles here – and the results are intriguing. For our gaming tests, we’ve got a 16 inch Macbook Pro with the fully-enabled M1 Max chip, our maxed-out Mac Studio, an MSI GP66 gaming laptop, with an eleventh-gen i9 and a 150W RTX 3080 mobile processor, and a high-end desktop PC with a Core i9 12900K paired with the mighty RTX 3090.

Looking at Shadow of the Tomb Raider. This isn’t a native Apple Silicon game, as the title was written for x86, so the M1 chips here have to use the Rosetta 2 translation layer to function – but it doesn’t really seem like that has much of an impact on performance. The benchmark sequence running at max settings at 4K shows the 3080M and M1 Max are neck-and-neck, while the Ultra falls squarely between the M1 Max and the 3090. The Ultra has solid performance and reasonable scaling from the Max, but isn’t quite holding the line against ultra high-end GPUs.

Metro Exodus – the original non-RT version – has a decent Mac port, although again it was written for x86. The Ultra splits the PCs here as well, while the Max does a good job of fending off the 3080M. On the flip side, there seem to be very serious problems with frame-times and stuttering when vsync is disabled for on Macs for some reason, which I noticed across these tests. Total War: Warhammer 3 is another x86 game, but it doesn’t seem to hold up quite as well as Metro or Tomb Raider. M1 Ultra is far behind the 3090 here and barely keeps pace with a high-end gaming laptop. Perhaps this can be chalked up to a sub-optimal port, or problems with the Rosetta translation.

Apple Silicon games and benchmarks are hard to find, but 3DMark’s Wildlife Extreme is indeed a native application.

But what about native Apple Silicon games? There are remarkably few games for Apple Silicon, and most of them are iOS ports, not conventional PC software. There is one prominent game that we can test across platforms though – World of Warcraft. This is a full-bore Apple Silicon version of Blizzard’s long-running MMO, but despite running natively, the same pattern emerges with the M1 Ultra yet again falling squarely between the two PC systems, falling well short of the 3090 but still delivering performance in line with a high-end PC GPU. The Max is borderline unplayable while the 3080M hovers around 30fps. All of these systems would be perfectly fine with the game at remotely reasonable settings, of course – we are running the game essentially maxed out at a whopping 8K internal resolution to create a proper stress test.

There’s one cross-platform game graphics benchmark that runs natively on Apple Silicon as well – 3DMark Wildlife Extreme, which renders a set of relatively simple 3D scenes at 4K. Here, the Ultra falls somewhat short of the 3090 but comes in a solid 76 percent faster than the Max. Ultimately, the Ultra seems to sit somewhere below the 3090 in graphics performance, at least as far as we can tell from benchmarking across operating systems. It’s still a powerful processor though and seems to slot in at roughly the 3070 or 3080 level depending on workload.

Scaling from the M1 Max is reasonable, but not perfect. Typically, you should expect a 60-70 percent performance improvement over the single-chip option. Perhaps the interposer is causing some minor hiccups here, as using multiple chips for one GPU requires a massive amount of bandwidth.

These results are really just for evaluating raw performance though, as the Mac is not a good gaming platform. Very few games actually end up on Mac and the ports are often low quality. If there is a future for Mac gaming it will probably be defined by “borrowing” games from other platforms, either through wrappers like Wine or through running iOS titles natively, which M1-based Macs are capable of. In the past, Macs could run games by installing Windows through Apple’s Bootcamp solution, but M1-based chips can’t boot natively into any flavour of Windows, not even Windows for ARM.

Blender (CPU Samples Per Min) M1 Max (MBP 2021) M1 Ultra (Mac Studio 2022) Core i9 10850K (Desktop PC) Core i9 12900K (Desktop PC)
Monster 99.4 195.9 88.7 178.1
Junkshop 53.8 107.33 50.7 101.1
Classroom 43.3 84.4 37.8 82.3
Geekbench CPU M1 Max (MBP 2021) M1 Ultra (Mac Studio 2022) Core i9 10850K (Desktop PC) Core i9 12900K (Desktop PC)
Multi-Core 12577 23580 9599 17446
Single-Core 1774 1784 1285 1820
Cinebench CPU M1 Max (MBP 2021) M1 Ultra (Mac Studio 2022) Core i9 10850K (Desktop PC) Core i9 12900K (Desktop PC)
Multi-Core 12259 23908 11171 25160
Single-Core 1528 1531 1095 1858
Handbrake 4K60 Encode M1 Max (MBP 2021) M1 Ultra (Mac Studio 2022) Core i9 10850K (Desktop PC) Core i9 12900K (Desktop PC)
Time (mins:secs) 7:10 4:08 5:43 2:44

As you’ve likely realised from the table above, I also spent some time benchmarking the CPU in the M1 Ultra. I tested Blender, Geekbench, Cinebench and Handbrake – and the Ultra’s results are compelling. We’ve swapped the GP66 for my desktop computer here, which packs a Core i9 10850K. Think of this as Core i9 10900K with a barely perceptible clock-speed reduction. Across these tests, the 12900K and M1 Ultra prove very comparable. The two chips are essentially a match with respect to multicore performance, though the ultra-high frequencies the 12900K is capable of can give it the edge in some single-threaded tests. The 10850K and M1 Max are closely matched as well.

The scaling from M1 Max to M1 Ultra is close-to-linear across these runs, unlike our graphics benchmarks. On average, M1 Ultra is 88 percent faster, with some results approaching 100%. Linking up two clusters of cores across an inter-chip medium is something we’ve seen in the PC space for years now and very good scaling is to be expected here.

Finally, I thought I’d throw in some real-world benchmarks from a couple of programs I frequently use – Final Cut Pro and Topaz Video Enhance AI. We’re looking at the two M1 computers here, as well as a 16 inch 2019 MacBook Pro with an eight-core Intel CPU and an AMD RDNA 1-based GPU. The results are very curious in Final Cut. While both M1 machines trounce the Intel-based MacBook, export times are virtually identical across the M1s. So what’s going on?

With typical Final Cut workloads on M1 chips, export performance seems to be dictated by the hardware video encoders. The M1 Ultra has the same video hardware encoders as the Max, so there’s no meaningful performance difference when encoding a ProRes or h.264 video without many effects. To actually see a difference in export times, you’d need to really stress the GPU with lots of effects and Motion templates. Even then it would be hard to see a large difference. That isn’t to say that there aren’t big moment-to-moment performance differences, though – Final Cut generates video thumbnails in real-time on the CPU cores, which occurs nearly instantly on an M1 Ultra and is significantly slower on M1 Max. In general, the timeline is more responsive and the editing process is more fluid – but that won’t be reflected in simple export tests.

M1 Max (MBP 2021) M1 Ultra (Mac Studio 2022) Core i9 9980HK, Radeon Pro 5500M (MBP 2019)
Final Cut h.264 Export (mins:secs) 1:05 1:03 1:33
Final Cut ProRes Export (mins:secs) 0:23 0:23 1:25
Topaz Video Enhance (1080p to 4K Upscale, Artemis High) 6:01 4:12 13:33

Topaz AI is much more straightforward. We’re strictly GPU-bound here and the M1 Ultra shows a solid performance improvement – completing the test 43% faster – though not particularly impressive given the doubling of GPU hardware. Both machines crush the 2019 MacBook Pro, as expected.

So, the M1 Ultra packs similar performance to the highest-end PC chips, trading blows across a variety of metrics. CPU performance is up there with the best Intel has to offer, while the GPU sits one or two rungs beneath the PC performance leaders at the moment. The key metric with M1 Ultra isn’t raw performance, however, though it is largely competitive with PCs on that front. It’s power consumption. The Ultra manages to pull even with fast consumer desktops while consuming one quarter to one third of the power consumption. The Mac Studio itself only pulls about 200W when fully loaded, and usually draws much less.

So, why is the M1 Ultra so much more efficient than comparable PC designs? Firstly, Apple has a considerable process node advantage over its competitors. By leveraging TSMC’s 5nm process, Apple is one or two silicon fabrication nodes ahead of its nearest rivals at the moment, which means higher density and lower power consumption for Apple’s chips. Apple generally gets access to TSMC’s newest processes before its PC competitors and has been producing chips at 5nm for over two years at this point.


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Secondly, Apple is simply throwing way more silicon at the problem. The M1 Ultra uses a whopping 114 billion transistors across two chips; in contrast, the GA102 GPU in the RTX 3090 packs just 28 billion transistors. With so much more logic, Apple can run its chips at lower clocks and lower voltages and still achieve similar performance. The extremely high density of TSMC 5nm helps a lot here. Lastly, Apple’s CPU and GPU architectures play a significant role here. These are designs that are primarily designed for iPhones and other low-power applications. There are likely many mechanisms inside the chip to keep energy consumption in check, including very effective power gating.

Given the immense potential of the Apple solution, there’s one final question that’s worth addressing: would a move to ARM be practical for the broader PC market as well? After all, Apple achieved an enormous performance improvement when they moved to ARM, so could this be a good solution for PC vendors too?

Generally the answer is no, at least not at the moment. There are two major problems here. The things that make Apple’s designs effective aren’t specific to the ARM instruction set license they use. These are mostly factors we’ve discussed already – its unique high-performance architectures and process node advantage being the most important. Critically, no-one else is currently offering an ARM CPU core design capable of going toe-to-toe with AMD and Intel. The second problem is the lack of an effective translation layer for x86 code. MacOS has Rosetta 2, which is a relatively efficient and broadly compatible solution for running x86 code seamlessly on ARM-based Macs. Windows 11 for ARM has a software emulator for x86 programs, but performance is degraded and compatibility is lacking.

Apple’s die-shots of its M1 silicon line-up may or may not be accurate, but essentially, the GPU is M1 Max is twice the size of M1 Pro, which is in turn twice the size of M1’s. The M1 Ultra effective stacks up two M1 Max chips, meaning a potential doubling in both CPU and GPU resources.

The M1 Ultra is an extremely impressive processor. It delivers CPU and GPU performance in line with high-end PCs, packs a first-of-its-kind silicon interposer, consumes very little power, and fits into a truly tiny chassis. There’s simply nothing else like it. For users already in the Mac ecosystem, this is a great buy if you have demanding workflows. While the Mac Studio is expensive, it is less costly than Apple’s old Pro-branded desktops – the Mac Pro and iMac Pro – which packed expensive Xeon processors and ECC RAM. Final Cut, Photoshop, Apple Motion, Handbrake – pretty much everything I use on a daily basis runs very nicely on this machine.

For PC users, however, I don’t think this particular Apple system should be particularly tempting. While CPU performance is in line with the best from Intel and AMD, GPU performance is somewhat less compelling. Plus, new CPUs and GPUs are incoming in the next few months that should cement the performance advantage of top-end PC systems. That said, the M1 Ultra is a one-of-a-kind solution. You won’t find this kind of raw performance in a computer this small anywhere else.

Gaming on Mac has historically been quite problematic and that remains the case right now – native ports are thin on the ground and when older titles such as No Man’s Sky and Resident Evil Village are mooted for conversion, it’s much more of a big deal than it really should be. Perhaps it’s the expense of Apple hardware, perhaps it’s the size of the addressable audience or maybe gaming isn’t a primary use-case for these machines, but there’s still the sense that outside of the mobile space (where it is dominant), gaming isn’t where it should be – Steam Deck has shown that compatibility layers can work and ultimately, perhaps that’s the route forward. Still, M1 Max and especially M1 Ultra are certainly very capable hardware and it’ll be fascinating to see how gaming evolves on the Apple platform going forward.

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Sleeping Dogs Turns 10 Years Old – Are You Still a Fan?

Sleeping Dogs just turned ten years old! The sandbox title first launched for the PS3 on the 14th August 2012, and it’s safe to say that it’s fondly remembered. At the time, Sleeping Dogs didn’t set the world alight with rave review scores or super high sales figures, but it did gain significant traction over the years that followed. Whether it was through positive word of mouth or because of comparisons to open world blockbusters like Grand Theft Auto — or a bit of both — the martial arts-infused adventure ended up resonating with a lot of people.

Naturally, fans have always wanted a sequel — but it hasn’t happened, and at this point, it might never happen. A massive shame, given the game’s fairly unique blend of police drama, bare-knuckle brawling, and often chaotic sandbox design. It’s always felt like a sequel could have really taken the title’s formula to the next level.

But we don’t want to get bogged down in sequel-less despair, here. We wrote this article so that we could all remember the fun times we had with Wei Shen on his campaign of skull-cracking justice. And, if you never got around to actually playing Sleeping Dogs, it’s worth noting that Sleeping Dogs: Definitive Edition exists on PS4 — a rather barebones remaster, but still great fun.

Are you a Sleeping Dogs fan? Have your say in our polls, and then try not to get blood on your wedding suit in the comments section below.



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Halo system link still holds up more than 20 years later

Moments after booting up Halo: Combat Evolved with some friends, stepping onto the legendary Blood Gulch map, and dying nearly instantly from a few well-placed pistol shots, I remembered exactly why wires are good.

When my friends brought two original Xbox consoles along for a beach weekend, I expected that there would be some hassle getting them to work for our planned six-player matches. The game and consoles are more than 20 years old, likely predating even the dusty flat-screen TVs we were playing on. But to my surprise, just a few minutes after we had set up the consoles and connected them for system link play, we plugged in some controllers, made a Halo lobby, and began trash talking each other across the entire house.

The simplicity of jumping into Combat Evolved was a major counterpoint to how many hoops there can be in modern multiplayer games. Take Fortnite. My wife and I play the game nearly every day, but we play online across two different systems; I’m on the PS5 while she’s on the Switch. To play together, we both have to start the game; wait for it to load and download any necessary updates; party up; start matchmaking; and wait some more for the match to actually start. And then we can run around the Fortnite island. The whole process doesn’t take too long, but I spend a lot of time tapping my foot impatiently.

Halo over system link was a lot speedier. One group would make a lobby that the other joined, then the lobby-maker would decide the map and the game rules, the game would count down, and then the match would start. Halo even lets you mash the buttons to speed up the countdown, which is something I now want in every local multiplayer game.

With online games, I get that starting a match takes longer by design. The infrastructure that lets you play games with anyone across the world is inherently going to need more time to make sure that everyone’s synced up than two Xboxes lashed together. But it was really nice to be able to hop into a Halo match almost as soon as I sat down to play — LAN parties are good!

It wasn’t just the networking that benefitted from a wired connection; the wired Xbox controllers were unexpectedly great as well. Later in the weekend, we wanted to play a few six-player matches of Super Smash Bros. Ultimate, but I had to spend a frustrating few minutes connecting controllers to my console. We had more than enough for everyone, though a couple people were stuck using a single Joy-Con because there’s a limit to how many controllers can connect to the Switch. And I thank my lucky stars that all the wireless controllers had charged batteries. If they didn’t, I would have just tossed the controllers on the floor out of frustration and switched to a different game.

With Halo, on the other hand, we just plugged three wired controllers into each Xbox console and then everyone was able to play.

LAN parties won’t be the only way I play multiplayer games in the future, and things weren’t perfect. We had to use a paperclip to force open the tray on one Xbox that was having trouble reading the disc. A couple of the controllers showed their age; I had to rest my controller on my legs in just the right way so that a frayed wire wouldn’t disconnect my controller. And completing Fortnite challenges is a near-daily ritual with my wife — I’ll happily deal with the extra waiting time to keep playing with her.

But as tech companies continue to make gadgets and gaming hardware that’s increasingly wireless, it was nice to have an “it just works” experience with a game and consoles that are more than two decades old. And it helps that I had a few good Halo buddies to play with, too.

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where the heck is the sequel?

Sleeping Dogs launched ten years ago today, and the open-world action game proved a hit with players and critics alike. So how come we’ve managed to go a decade without a sequel?

United Front’s Sleeping Dogs launched in August 2012 as a spiritual successor to the True Crime series, with the game actually starting life as a new True Crime title before it was cancelled by Activision then picked up and rebranded by Square Enix. Despite selling several million copies in just a few months, a Square Enix report in 2013 called out Sleeping Dogs — along with the Tomb Raider reboot and Hitman: Absolution — as failures, stating that the three games “failed to reach their respective targets, and resulted in financially unsatisfactory consequences.” The game did get an upgrade for the then-new Xbox One in 2014, with Sleeping Dogs: Definitive Edition delivering an even better version of an already excellent game, but criminally, that’s where Wei Shen’s story ends.

Will Sleeping Dogs 2 ever happen?

It wasn’t supposed to be, though. United Front quickly started pre-production work on a sequel, but Sleeping Dogs 2 was cancelled in 2013 before it even went into full production. Patrick Klepek did an excellent deep dive into the sequel we never got over on Vice back in 2016, including insight from the original team and design documents — it’s well worth a read and discusses lots of planned features, including co-op play, procedurally generated side missions a la Skyrim, a companion app that lets a second player run the police force (Watch Dogs later did something similar), and more. Shortly after, the team’s attention turned to a free-to-play Sleeping Dogs spin-off called Triad Wars, but that too was axed before it even left beta. United Front spent the next few years effectively running odd jobs (like helping out with development of Halo: The Master Chief Collection) before it closed its doors for good in 2016. The question is, where does that leave any hopes for a sequel today?

That question, as it turns out, is actually quite difficult to answer, as it isn’t even entirely clear where the rights to the Sleeping Dogs IP currently lie. It is believed that Square Enix retained the rights, so the developer’s closure shouldn’t cause any issues, although recent developments further muddy the water. Back in May, Square Enix sold off a bunch of its western studios and IPs to Embracer for just $300 million — a deal that apparently included “more than 50 back-catalogue games” on top of the big ones that were actually name-checked, such as Tomb Raider and Deus Ex (and Legacy of Kain, be still my beating heart). Embracer has been specifically asked about Sleeping Dogs, but has not confirmed whether it was among the Square IPs included in the bulk deal. If the IP remains with Square, it’s safe to say it’s as good as dead. But if it’s with Embracer, there’s a very real chance that a sequel could be on the cards one day, although you would have to imagine that those bigger IPs will be top of Embracer’s priorities list right now, and the deal is still young.

Another question arises, though… with United Front long since closed, who would even develop a potential follow-up? Open world games with great melee combat are few and far between — one of the main reasons Sleeping Dogs stood out like it did at launch — so finding a team capable of doing it justice would be tricky. Insomniac would have been a great fit, but the Californian team became a PlayStation studio back in 2019 so is likely off the table. Rocksteady would probably smash it, but is owned by Warner Bros., introducing additional complications. Granted, it’s not impossible for a brand new or unexpected developer to come out and nail it with a project so we can’t rule that out, but this would definitely prove the most challenging part of bringing Sleeping Dogs back in a faithful manner. There is something of a gap in the market for it, though. The similar Yakuza series has pivoted away from its action combat roots and into turn-based RPG battles, only keeping action-based melee alive in spin-off series, Judgment, while the biggest games in the genre like GTA and Saints Row tend to focus on gunplay and typically don’t do melee very well, giving something like Sleeping Dogs a USP to stand apart from the major players in the field.

Even attempts to break into other forms of media just make it feel like Sleeping Dogs is cursed. A movie adaptation was announced way back in 2017 with Donnie Yen in the leading role, although it appears as if it struggled to get off the ground. Yen was still talking about the project as recently as last year — he apparently holds the rights to the tie-in himself so likely just needs a studio to buy into the adaptation and splash some cash, but a movie based on a 2012 one-and-done video game is likely to be a hard sell today, even if I would absolutely watch the hell out of this. If a sequel to the game does one day emerge, maybe it will be the push the tie-in movie needs to get made, but we’ll have to wait and see on both counts. Just thinking about how good a new Sleeping Dogs would look on current hardware makes me sad that it may never happen, so here’s hoping Embracer will have some good news to share once it starts playing with its new toys.

Regardless, a happy tenth anniversary to one of the best games of its kind, Sleeping Dogs — we’ll be grabbing a pork bun or two to celebrate. Would you like to see a sequel? What developers do you think would be up to the task? Hoping to one day see Donnie Yen kick some triad ass as Wei Shen? Sound off below!



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Sony Adjusts Default PS Store Sorting Amid Shovelware Backlash

As many of you will no doubt be aware, the PS Store has become overrun with copy-and-paste games, the majority of which exist to dole out 60-second Platinum Trophies. Browsing the New Releases section of the PS Store has consequently become a nightmare, as you’re inundated with multiple permutations of the exact same game.

It’s become a real problem, burying more legitimate games. While we don’t necessarily agree with heavy-handed curation – who’s to decide whether a game should exist or not? – we pointed out recently that Sony does have a real problem on its hands finding an adequate solution to this. We suggested some smart changes to the way the PS Store surfaces content could help.

On the PS5, the New Games section now shows recent best-sellers like Cult of the Lamb first

And earlier this week we noticed the firm has already made an adjustment. Both on the browser-based PS Store and PS5 app, the New Games ribbon is now sorted by Best Selling as opposed to Release Date. This means, at the time of typing at least, you’ll see games like Cult of the Lamb and Arcade Paradise rather than The Jumping Noodles Turbo and The Pig Quiz.

Now the key detail here is that the latter games still exist, and can be found fairly easily with a couple of clicks, but the default filter is a little more useful for the average user. Obviously there’s a lot more work to be done here, but as a temporary stopgap solution, we’re impressed by the speed at which Sony has adjusted here.



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