Palit Microsystems, which owns Galax, Gainward and KFA2, is reportedly working on a range of GeForce RTX 30-series graphics cards that feature cryptocurrency mining limiters which severely degrade the financial viability of using the cards for mining. Last week, we learned that Palit was prepping GeForce RTX 3070 and 3080 graphics cards with limited hash rates (LHR), and this week VideoCardz reported that the GeForce RTX 3060/3060 Ti LHR boards are also on the way from Galax.
The new Galax GeForce RTX 3060/3060 Ti For Gamers boards will be based on Nvidia’s LHR GA106 and GA104 GPUs featuring new IDs and paired with appropriate firmware, according to VideoCardz, which cited Galax as its source; however, the cards aren’t currently listed on the vendor’s site.
Palit’s FG-series GeForce RTX 3060 will reportedly carry 12GB of GDDR6 memory with a 192-bit interface; whereas, the GeForce RTX 3060 Ti will come with 8GB of GDDR6 memory with a 256-bit interface. Both will be equipped with custom triple-fan cooling systems, but their clock rates will be in line with Nvidia’s recommendations: up to 1,777 MHz for the RTX 3060 and up to 1,665 MHz for the RTX 3060 Ti.
(Image credit: Galax)
Unofficial reports claim Nvidia is quietly rolling out its existing graphics processors with cryptomining limiters enabled by a combination of a new GPU ID, firmware and driver. In particular, it is expected that Nvidia’s lineup of crypto-limited graphics cards will include both existing and new models, such as the RTX 3090 (GA102-302), RTX 3080 Ti (GA102-225), RTX 3080 (GA102-202), RTX 3070 Ti (GA104-400), RTX 3070 (GA104-302), RTX 3060 Ti (GA104-200), RTX 3060 (GA106-302), and GeForce RTX 3050/3050 Ti.
There is a good reason why Nvidia and its graphics card partners reportedly want to deny usage of GeForce GPUs, some of the best graphics cards for gaming, for cryptomining. Mining obviously uses a GPU at around 100% load 24/7, something that a chip for a client PC is not meant for. As a result, failure rates because of mining are almost guaranteed to be growing.
Keeping in mind that Nvidia controls over 80% of the market of discrete desktop graphics cards selling around 9 million GPUs per quarter, increased failure rates would clearly hit the company and partners badly. Just 1% of 9,000,000 is 90,000 RMA cases, and makers of graphics cards (and possibly Nvidia itself) may not be ready to process an overwhelming number of RMA cases in a timely manner. Still, very few GeForce RTX LHR graphics cards have been officially announced so far.
Minisforum is known for its ultra-compact form-factor (UCFF), highly integrated PCs primarily designed for offices or living rooms. Apparently, the company does not want to stop there. This week, it introduced a rather extraordinary product for itself. Not only is the Minisforum GameMini an attempt at cracking our best gaming PCs list, but it’s also an open-case gaming PC aimed at enthusiasts.
The Minisforum GamiMini appears to be quite a powerful rig. It uses Gigabyte’s Aorus B550I Pro AX motherboard carrying an AMD Ryzen 5 5600X (6 CPU cores,12 threads, clock speed of 3.70 GHz – 4.60 GHz, 32MB of L3 cache, 65W). The board also packs 32GB of dual-channel DDR4-3200 RAM and a 1TB Kingston KC2500 M.2 SSD. The system is also equipped with an AMD Radeon RX 6700 XT graphics card sitting on the opposite side to the motherboard. The PC is powered by SilverStone’s SX650-G power supply, so it can be upgraded fairly easily.
Since the GamiMini is an open system, Minisforum doesn’t have to worry too much about cooling the Ryzen 5 5600X, a 65W CPU that can pretty hot, or the rather power-hungry Radeon RX 6700 XT graphics card that’s rated for up to 230W TGP. Both components use rather modest air coolers.
As far as connectivity is concerned, Minisforum’s GameMini has everything that we come to expect from a Mini-ITX PC these days. The Aorus B550I Pro AX motherboard has a Wi-Fi 6 and Bluetooth 5.1 module, a GbE port and multiple USB connectors.
Minisforum traditionally funds development of its PCs using a crowdfunding platform, so it hasn’t yet discussed pricing of its GameMini or a final release date.
Katy Perry’s latest video features an electric rat. The pop star released her new video for the single “Electric,” which is a surprisingly charming coming-of-age story about growing up with Pikachu as a best friend. It features a young Perry and her Pichu struggling early on in her career, while the current version of the star and Pikachu watch on, A Christmas Carol-style. (In a curious twist, the video was directed by Carlos López Estrada, who also wrote and directed Disney’s Raya and the Last Dragon.)
It may sound like a strange crossover, but it’s all part of Pokémon’s music-focused 25th anniversary celebration. Previously, Post Malone released a baffling cover of Hootie and the Blowfish’s 1992 hit “Only Wanna Be With You,” which was followed by a surreal virtual concert. You can watch the full thing below to see a Gyarados jump over Post while he sings.
Of course, this is all part of a burgeoning convergence between music and gaming, which accelerated after live events were largely put on hold due to the pandemic. Last year, Travis Scott performed a series of concerts in Fortnite and Lil Nas X took the stage in Roblox, while Minecraft was home to a mini music festival.
Samsung has released a number of Galaxy Books in the last few years. Despite generally being good devices with a recognizable brand name, most of them have remained Samsung-enthusiast purchases; none have truly entered the mainstream conversation.
So it seems fitting that the Galaxy Book Pro 360 isn’t a direct sequel to any preexisting Galaxy Books. Instead, it’s an attempt to combine the best features of Samsung’s previous PCs and create a device that Samsung knows it can do really well.
It worked. The Galaxy Book Pro 360 is targeting a fairly specific audience, but in two areas — its OLED screen and its three-pound weight — it’s a groundbreaking device that has little significant competition across the market. But what’s really exceptional is that you don’t have to sacrifice much to get those standout features. It’s solid in the other areas that matter, it comes with some neat software and has few significant problems. If there’s a device that could bring the Galaxy Book out of the territory of Samsung super-fans and into the mainstream market, this is it.
The 15-inch Galaxy Book Pro 360 starts at $1,299. For the base price, you get a Core i7-1165G7, 8GB of RAM, and 512GB of storage. For $200 you can upgrade to the model I’m reviewing, which has 16GB of RAM and 1TB of storage. The only other difference between these configurations is that the base only comes in “mystic navy” (the color of the unit I have), while the pricier one also comes in “mystic bronze.” There’s also a 13-inch model, starting at $1,399.99, that will support 5G at some point (though it doesn’t yet).
That’s competitive pricing. The Galaxy Book Flex, Samsung’s most recent ultraportable touchscreen convertible, has an MSRP of $1,399 for an 8GB / 512GB model (though it’s often on sale now). Comparable Surface Laptop 4 and Surface Pro 7 Plus models start at $1,499 at the lowest. All Galaxy Book Pro 360 models also ship with an S Pen, which is just like the S Pen on the Galaxy Book Flex except that it’s 2.5 times thicker. As I noted in my initial look at the Book 360, it really does feel like a real pen (especially compared to the S Pens that you get with Galaxy Note phones, which feel like toys in comparison), though I wish there were somewhere in the chassis to store it.
The quad-core Core i7-1165G7 is the same processor that powers a number of the best consumer laptops on the market. The Pro 360 was just fine for the large load of Chrome tabs and apps that I pushed it through during each day of testing. Performance was snappy, and I rarely heard the fans spin up (though I occasionally heard coil whine from the processor). Note that there’s no discrete GPU option, but Iris Xe graphics can lend a hand in some lightweight gaming and graphic work.
Then, there are a number of customization features that you can tweak in the Samsung Settings app. You can swap between cooling profiles, including a “no fan” mode if you want total silence. You can toggle “Studio Mode,” which is supposed to enhance your video quality on calls — while it wasn’t night and day, I did find that this made me look a bit better in low-light settings. One feature I didn’t love was Secret Screen, which purports to be a privacy screen but really just makes the app you’re using either translucent or darker (and it doesn’t work with every app). Maybe this makes it slightly harder to snoop, but it also makes work an odd experience, and you could achieve a similar effect by just dimming your screen. I’d invest in a laptop with a real privacy shield (such as HP’s Elite Dragonfly) if you’ll be viewing highly sensitive material.
And then there are some bonuses for folks who are already Samsung devotees: you can expand your display onto a Galaxy Tab S7 or S7 Plus and quickly move files between Galaxy devices with Samsung’s Quick Share function. And the Pro 360 comes preloaded with some Samsung software, including Samsung Notes (which can sync between devices) and SmartThings.
Most of my (very few) quibbles with the device come from the outside. For one, the blue chassis is a fingerprint magnet (the lid was all smudged up after half a day of use). I also experienced some occasional palm-rejection issues with the touchpad, which improved but didn’t disappear when I bumped it down to the lowest sensitivity. And I know some people like flat keyboards, but this one is too flat for my taste, with just 1mm of travel.
But there are a couple reasons why the Galaxy Book Pro 360 really stands out, and they easily make up for those quibbles. The first is the screen. The 13-inch Galaxy Book Pro 360 will be one of very few 13-inch OLED laptops on the market. OLED is more common in the 15-inch tier, but it’s unusual to see outside of creator-focused workstations with discrete GPUs. The most obvious use for this 15.6-inch OLED panel is likely entertainment, rather than on-the-go creative work. (That’s especially true because it’s just 1920 x 1080 resolution, not 4K.)
The screen is quite sharp, with vibrant colors. (It maxed out our colorimeter, covering 100 percent of the DCI-P3 color gamut and 100 percent of the sRGB color gamut). As we’d expect from an OLED panel, it delivers bright whites and unparalleled blacks. If you’re looking for a 15.6-inch laptop with an OLED display, you’re unlikely to find one at a lower price.
That said, there are a few things to note. First, it doesn’t get super bright, maxing out at just 276 nits in my testing. It kicked back some glare outdoors, though I was still able to use it. Second, it’s 16:9, which is an aspect ratio I’ve sworn off forever because it’s cramped for multitasking. And third, there’s some wobble when you type or use the touchscreen. It’s not the worst wobble I’ve ever seen, but it’s there.
Tent mode.
Pretty darn thin.
The touchscreen is glossy, but bright enough.
It’s responsive and generally smooth.
Another standout feature: the Galaxy Book Pro 360 is really darn portable. It’s just a few millimeters thicker than the Galaxy Note 20 Ultra (0.46 inches). And at three pounds, it’s easily one of the lightest 15-inch laptops you can buy. The 15-inch Surface Laptop 4 and Galaxy Book Flex, both of which are also known for their lightweight builds, are almost half a pound heavier. I’ve never considered buying a 15-inch laptop myself, due to how much they tend to weigh; this is the first 15-incher I’ve reviewed that I can actually see myself carrying around all day.
The third benefit is one I wasn’t expecting: battery life. This laptop has a 68Wh battery, which isn’t huge for 15-inchers (though it’s bigger than you often see for a 15W processor with integrated graphics). It also has a display that could be a battery suck. Samsung’s last attempt at an OLED laptop had disappointing battery results. So I was pleasantly surprised by how long the Galaxy Book Pro 360 lasted. I averaged 10 hours and 23 minutes to a charge during my testing, which included using around a dozen Chrome tabs and some apps on the side with the screen around 200 nits of brightness. If you’re just using this for entertainment, and not as a primary work driver, you’ll likely get even more.
I’m a fan of the 15-inch Galaxy Book Pro 360, though I do think its audience is fairly specific. This is a laptop worth considering if you’re looking for an excellent big-screen entertainment experience while you’re out and about, and maybe also need to take notes for class or make artwork in your spare time. Bonus points if you’re already plugged into the Samsung ecosystem. Not everyone needs that kind of laptop — but if you do, this is a good one to look at.
The device’s weight is a huge benefit, but what’s even more impressive is that you’re not sacrificing a lot to achieve that weight. You also get a premium build, a capable processor with plenty of RAM and storage, a decent port selection, a nice screen with stylus support, and all-day battery life, all for a competitive price. What ultimately makes this laptop worth its price is that the lightweight chassis is icing on the cake — it’s not a feature you have to compromise on a ton of other things to get.
If you’re a Samsung fan who hasn’t been sold on the Galaxy Book lineup so far, I’d say this is the one to get. I wish the hinge were sturdier, I wish the keyboard wasn’t quite so flat, and I wish the screen got a tad bit brighter. But I don’t see any of those things significantly hindering the overall experience. For once, Samsung has made a tough 2-in-1 to beat.
Dolby Vision gaming is arriving on the Xbox Series X and S for testers who are a part of the Xbox Insider’s “alpha ring” group. This HDR format offers an upgraded set of features like support for dynamic metadata. Microsoft says the feature means “brighter highlights, sharper contrast, and more vibrant colors” in games when you’re playing on a Dolby Vision-compatible TV, offering “better clarity in both light and dark scenes.” The consoles currently support HDR via the less advanced HDR10 standard.
We’ve known Microsoft’s current generation of Xboxes would support Dolby’s HDR standard since before the consoles’ release. Last September, Dolby announced that they’d be “the first consoles to support the Dolby Vision HDR format with dynamic metadata for gaming.” Sony’s PS5, meanwhile, currently does not support Dolby Vision.
Get ready to transform your gaming experience with full-spectrum visuals! Rolling out to Xbox Insiders this week: Dolby Vision for gaming on Xbox Series X|S. pic.twitter.com/iU2RktHvPG
— Larry Hryb ☁ (@majornelson) May 14, 2021
As well as improvements in picture quality, Microsoft says Dolby Vision support should be easier to configure for users. “Dolby Vision games automatically map to any display with Dolby Vision, you’re always seeing the best possible picture available,” the company says. “This means … no more sliders to adjust your picture settings.” However, it advises that testers might need to update their TV’s firmware to take full advantage of the technology.
During an earlier test of the feature in March, Forbes notes that users reported that all HDR games appeared to be outputting in Dolby Vision, rather than needing to specifically support the upgraded format. However, it’s unclear if this will be the case when the feature officially releases. As part of today’s announcement, Microsoft said it will be sharing more about the games that will take “full advantage” of the standard “soon.”
An earlier limited test of the feature got a positive reception. Forbessays alpha testers reported improvements to brightness, black levels, and color saturation in HDR games. At the time the feature seemed to be limited to 60Hz, but Forbes has more recently reported that Dolby is working with TV manufacturers to enable the standard to work at 120Hz.
In order to benefit from the feature, your TV will need to be Dolby Vision-compatible, as an increasing number of 4K TVs now are. But always be careful and check your specs. For example, Samsung — the largest TV manufacturer globally — doesn’t support the format.
Microsoft didn’t provide a timeline for when it expects the feature to roll out to everyone, noting only that it will be available “once we’ve completed testing.”
The world’s biggest gaming showcase, E3, is going all-virtual for the first time in its history, with organizers revealing today how they plan to keep enthusiasts interested without the sights and sounds of the show floor. The virtual E3 will run from June 12th to June 15th. The showcase will include an online portal with access to virtual exhibitor booths with video content and articles, live streams, and social elements like forums, customizable user profiles, leaderboards, and “lounges.” Registration is free and opens later this month.
This will be the second year in a row that E3 has not taken place in person in Los Angeles due to the COVID-19 pandemic. Last year, the show’s cancellation was announced in March, and the show’s organizers, the Entertainment Software Association (ESA), did not present an official online version of the event. In its place, a collection of digital events emerged, collectively called the Summer Game Fest. This year, however, the ESA is coordinating a centralized virtual E3 event, while the Summer Game Fest is also returning.
Along with its virtual show floor, the E3 app and portal will host video streams with interactive elements like viewer polls and featured tweets. Broadcasts will include press conferences, industry panels, and game showcases. In addition to the official app and portal, streams will also be available via the official E3 Twitch, YouTube, Twitter, and Facebook pages.
As well as the public show, there’ll also be a “media access week” running from June 7th in which the ESA says media will be able to use the online portal and app to connect directly with E3 exhibitors. Today’s press release doesn’t detail exactly who these exhibitors are, but last month the ESA announced that E3’s lineup would include Nintendo, Xbox, Capcom, Ubisoft, Take-Two Interactive, and Warner Bros. Games. Sony and EA were absent from the list. The PlayStation manufacturer skipped E3 2019 and announced it would not be attending E3 2020 prior to its cancellation. Meanwhile, EA will host its own EA Play Live event the following month in July. Despite being on the ESA’s original list, Konami later announced in a tweet that it would not be participating at this year’s E3.
E3 has evolved a lot over its history. Although certain aspects like the big publisher press conferences have been publicly viewable for years, until recently, the in-person show itself was an industry and media-only affair. It was only in 2017 that the ESA officially opened its doors to the public with tickets priced at $250. This year’s format is dropping the high price of attending in person, though it’s unclear how much of the magic of the show floor can be recreated in virtual booths.
Update May 13th, 9:18AM ET: Updated to note Konami’s tweet confirming it will not be presenting at this year’s E3.
AMD has begun to enable support of its smallest GPU in the RDNA2 family (aka Navi 20-series) in Linux, which revealed its internal codename, the Beige Goby, reports Phoronix. Not the most exciting of fish names, but let’s continue.
The enablement means that the entry-level RDNA2 graphics processor is on track to be released in the coming months and find its home inside inexpensive desktops and notebooks. At this point it’s not completely clear which model numbers will be adopted by the Beige Goby, and its codename is just as mysterious as its future.
AMD’s RDNA-based family of GPUs is codenamed Navi after the informal name of the Gamma Cassiopeiae star that’s located roughly 550 light-years away from Earth. For internal codenames for its Navi 20-series GPUs, AMD decided not to go that far and named them after… fishes. Or at least, AMD’s own driver team refers to the company’s Navi 20-series GPUs using rather odd fish codenames, as we can see from their Linux driver enablement.
The Radeon RX 6800/6900 (Navi 21) was called Sienna Cichlid. There are also Navy Flounder (Navi 22), Dimgrey Cavefish (presumably Navi 23, though it’s not out yet), and now Beige Goby (which should be Navi 24).
With four different GPUs, AMD’s RDNA2 / Navi 20-series family of GPUs will cover a wider spread than any other Radeon lineup in recent years. Vega for example only targeted the high-end market, while Polaris went after budget and maisntream. Last generation’s Navi 10-series likewise had budget to mainstream offerings, while Navi 20 covers the entire gamut from entry-level PCs all the way to high-end gaming desktops.
AMD’s Radeon RX 6000-Series Family of GPUs
Navi 21
Sienna Cichlid
Radeon RX 6800/6900
Navi 22
Navy Flounder
Radeon RX 6600/6700 (?)
Navi 23
Dimgrey Cavefish
Radeon RX 6500/6600 (?)
Navi 24
Beige Goby
Radeon RX 6400 (?)
Based on various leaks, it looks like AMD’s entry-level Navi 24 GPU for cheap PCs is known internally as Beige Goby. Since this is a low-end graphics processor, it will likely power AMD’s Radeon RX 6400-series graphics products (something that AMD yet has to confirm, of course). We can speculate that the new GPU is scheduled to be launched by the back-to-school (BTS) season in a bid to address users that prefer discrete GPUs, though we have no idea about actual launch dates.
Keeping in mind that AMD continues to use the rather outdated GCN5-based architecture (Vega) for its integrated GPUs, many OEMs might prefer to use entry-level Radeon RX 6000-series discrete graphics boards to differentiate themselves from their rivals. To that end, making Radeon RX 6400-series products available as soon as possible is in AMD’s best interests.
One of the more impressive aspects of Grand Theft Auto V is how closely the game’s San Andreas approximates real-life Los Angeles and Southern California, but a new machine learning project from Intel Labs called “Enhancing Photorealism Enhancement” might take that realism in a unsettlingly photorealistic direction (via Gizmodo).
Putting the game through the processes researchers Stephan R. Richter, Hassan Abu Alhaija, and Vladlen Kolten created produces a surprising result: a visual look that has unmistakable similarities to the kinds of photos you might casually take through the smudged front window of your car. You have to see it in motion to really appreciate it, but the combination of slightly washed-out lighting, smoother pavement, and believably reflective cars just sells the fact you’re looking out at the real street from a real dashboard, even if it’s all virtual.
The Intel researchers suggest some of that photorealism comes from the datasets they fed their neural network. The group offers a more in-depth and thorough explanation for how image enhancement actually works in their paper (PDF), but as I understand it, the Cityscapes Dataset that was used — built largely from photographs of German streets — filled in a lot of the detail. It’s dimmer and from a different angle, but it almost captures what I imagine a smoother, more interactive version of scrolling through Google Maps’ Street View could be like. It doesn’t entirely behave like it’s real, but it looks very much like it’s built from real things.
The researchers say their enhancements go beyond what other photorealistic conversion processes are capable of by also integrating geometric information from GTA V itself. Those “G-buffers,” as the researchers call them, can include data like the distance between objects in the game and the camera, and the quality of textures, like the glossiness of cars.
While you might not see an official “photorealism update” roll out to GTA V tomorrow, you may have already played a game or watched a video that’s benefited from another kind of machine learning — AI upscaling. The process of using machine learning smarts to blow up graphics to higher resolutions doesn’t show up everywhere, but has been featured in Nvidia’s Shield TV and in several different mod projects focused on upgrading the graphics of older games. In those cases a neural network is making predictions to fill in missing pixels of detail from a lower resolution game, movie, or TV show to reach those higher resolutions.
Photorealism probably shouldn’t be the only graphical goal for video games to have (artistry aside, it looks kind of creepy), but this Intel Labs project does show there’s probably as much room to grow on the software side of things as there is in the raw GPU power of new consoles and gaming PCs.
(Pocket-lint) – When it comes to compact phones with plenty of power, there aren’t a huge number of choices in the Android space. Sony has long operated in this area, offering a compact version, with the Xperia 5 III being the latest model in this range.
Asus has joined the fray with the Zenfone 8, taking its phones in a different direction and wanting to offer a compact powerhouse of its own. Here’s how the two phones compare.
Design
Zenfone 8: 148 x 68.5 x 8.9mm, 169g
Xperia 5 III: 157 x 68 x 8.2mm, 168g
Sony’s Xperia 5 III will look familiar, because it follows similiar design lines as previous models, most notably defined by the 21:9 display, meaning it’s a tall handset. Well, tall for something that’s compact.
It’s almost 1cm taller than the Zenfone 8, while these phones are otherwise a similar width, so theyt are equally easy to grip. Asus has the advantage in that you’re more likely to be able to reach the top of the phone, but Sony Mobile’s counter argument would be that it’s offering you more screen space without increasing the width, an argument that has merits.
Sony has a flatter design, with Asus using curves to the rear of the phone; we think Sony’s device looks more interesting, but that comes down to personal preference. Both have IP65/68 water protection which is a real benefit, but Asus uses Gorilla Glass Victus while Sony has Gorilla Glass 6 – so Asus’ device might have greater scratch resistance.
Both come in at the same weight, but Sony’s phone is a little slimmer.
Display
Zenfone 8: 5.9-inch, AMOLED, 2400 x 1080, HDR, 120Hz
Xperia 5 III: 6.1-inch, OLED, 2520 x 1080, HDR, 120Hz
Both these phones feature and AMOLED display, both have Full HD+ resolutions, but the Sony phone is taller, so it offers 6.1-inches of screen space compared to 5.9-inches on the Zenfone.
The aspect is the big difference with a 21:9 aspect on the Sony deivce making it a little more distinct. Reletively Sony packs in a few more pixels with a pixel density of 449ppi compared to the Zenfone’s 446ppi which is essentially the same.
Both phones support HDR, both also claim really accurate displays and both offer 120Hz refresh rates. There’s not going to be much to pick technically between these displays – again, it’s whether you want that taller Sony screen.
Both these phones offer the same core hardare, with the Qualcomm Snapdragon 888 5G delivering the latest power. Both start at 8GB RAM, but Asus offers up to 16GB (depending on the region). That means both will offer 5G – and the performance of these phones should be similar. In our testing, we’ve noted that the Zenfone 8 gets pretty hot when gaming – we’ve not been able to test the Xperia 5 III yet, but this wasn’t a problem we encountered on the Xperia 5 II.
Both also come with 128 or 256GB options, but the Xperia 5 III offers microSD expansion up to 1TB, so might be the better device for those who crave physical storage.
Sony has the advantage when it comes to battery capacity, with a 4500mAh battery and 30W charging. The Asus comes in with a 4000mAh battery and 30W charging, so it’s likely that Sony will offer slightly longer endurance – but Sony also offers wireless charging which Asus doesn’t.
Both phones have a 3.5mm headphone socket and stereo speakers.
Camera
Zenfone 8: Douple rear camera
Main: 64MP, 1/1.7in, f/1.8, 0.8μm
Ultra-wide: 12MP, 1/2.55in, f/2.2, 1.4μm
Selfie: 12MP, 1/2.93in, f/2.2, 1.22μm
Xperia 5 III: Triple rear camera
Main: 12MP, 1/2.6in, f/2.2
Ultra wide: 12MP, 1/1.7in, f/1.7
Telephoto: 12MP, 1/2.9in, f/2.3-f/2.8
Selfie: 8MP , 1/4in, f/2.0
Wading through the mass of camera specs, the big difference is that Asus offers 8K video recording on the Zenfone 8, thanks to that 64-megapixel main sensor, while Sony manages to offer a whole additional camera – and it’s a periscope-type telephoto, offering lossless zoom at 3x and 4.4x thanks to the variable focal length in the lense.
That gives Sony an immediate advantage here: it’s offering a wider range of cameras and lenses – and although we’ve not seen the performance from that camera, just offering an optical telephoto will deliver images that Asus won’t be able to match on quality.
Asus’ play comes from video, promising 8K video which Sony can’t match. Both offer 4K at up to 120fps for slow motion, while Sony also offers HDR video capture at 4K.
From the spec sheet it’s impossible to judge the performance of the cameras, with Asus putting in a good showing from what we’ve seen from it so far. But Sony is likely to emerge as the favoured model because of the additional zoom.
Price and availability
Zenfone 8: from £599/€599
Xperia 5 III: TBC
The prices aren’t known for all models, but the Zenfone 8 will start from 3/€599, which is likely to be cheaper than Sony – who hasn’t confirmed the pricing of the Xperia 5 III. The 16/256GB version will cost £699.
The Sony phone will be available in summer 2021, and the Zenfone 8 will be available in May 2021.
Conclusion
Both these phones sit in the compact phone space and share a lot in common: both have similiar core hardware, and the same power and both are likely to offer a similar experinece from Android 11 so in normal day-to-day use, there’s probably little between them.
Both come well packaged, with the Sony the more interesting phone to look at (although you may disagree), but the Zenfone 8 is shorter, so some might prefer it from a usability point of view. Technically the displays are closely matched, the only real difference being the aspect – with Sony’s 21:9 being more unique, but leading to a taller phone.
Sony is expected to have the longer battery life thanks the physically larger cell, while it also packs in a variable focal length periscope zoom on the rear, so will offer a range of photography choices that the Zenfone 8 can’t match – and that’s likely to come at a cost, with Sony expected to have a higher price.
As a daily driver, the Zenfone 8 looks like a great choice for those wanting something compact and not too expensive – but Sony’s display might be preferred by those who want to watch more movies or play more games.
Gabe Newell, the head of Valve Software, hinted to students in New Zealand that the company might expand its Steam platform, or at least some games, to the console space later this year. The comment is vague at best, but at least it shows that the owner of one of the largest game distribution platforms has not given up its living room gaming plans.
Earlier this week, Gabe Newell spoke to students at Sancta Maria College in Auckland, New Zealand, and was asked whether Steam would be “porting any games on consoles, or [would] it just stay on PC?” The response was imprecise, but we cannot really expect anyone to disclose business plans at an event like this.
“You will get a better idea of that by the end of this year… and it won’t be the answer you expect,” Newell said. “You’ll say, ‘Ah-ha! Now I get what he was talking about.'”
The whole conversation had been recorded by a student who later uploaded it to Reddit, Ars Technica first reported.
Valve’s track record with game consoles in particular and living room gaming in general has been bumpy at best. On the one hand, the company successfully ported its games to consoles from Microsoft and Sony in the past, including the very successful The Orange Box on Xbox 360 and PS3. On the other hand, Valve’s Steam Machines initiatives has failed, just like its console oriented SteamOS. Valve’s Steam Link, which allowed to stream games from a local PC to a TV, has also failed to get popular enough for the company to keep selling the product.
For gamers, getting their Steam libraries on consoles would be a thing of dreams. It’s unclear how Steam would work on those systems, though, as Nintendo, Xbox and Sony all run their own exclusive stores on their platforms. Furthermore, far from all Steam games have versions for consoles, and developing a Windows or Linux emulator for Xbox or PlayStation is one heck of a task. Streaming games to consoles might be a way into the living room for Valve, but controller options may be an obstacle there.
Newell has been living in New Zealand since March 2020, when he was stuck as the Covid-19 pandemic hit. Since he doesn’t often do big appearances in the games industry, it makes some sense that a bunch of New Zealand students were the first to hear his thoughts on upcoming announcements.
Leaker @momomo_us on Twitter today posted screenshots showing MSI’s website with a listing for the Nvidia GeForce RTX 3080 Ti, seemingly confirming the card’s existence. Since the Tweet went out, MSI has quickly fixed the listing, so you won’t find it on the website anymore.
This little hiccup seems and indicates that Nvidia’s AIB partners (like MSI) have reference and (maybe) custom cards ready for release, or will soon. In fact, we covered a rumored MSI RTX 3080 Ti Suprim X card floating around in the UAE not too long ago.
What we don’t know is when exactly Nvidia plans to unveil its new flagship GPU, or what pricing will be. All we can make are educated guesses.
Rumored specifications for the RTX 3080 Ti include 10,240 CUDA cores, 320 Tensor cores and 80 RT cores, as well as a potential 1,365MHz base clock and 1,666MHz boost clock.
For memory, the RTX 3080 Ti is believed to be running 12GB of GDDR6X clocked at 19Gbps. This should mean that the RTX 3080 Ti will run with a 384-bit memory bus and have 912.4 GBps of memory bandwidth.
The RTX 3080 Ti should be running off the same core as the RTX 3080 and RTX 3090, the GA102 die. But, with Nvidia refreshing its Ampere silicon to fight Ethereum miners, this core is rumored to be the GA102-225-A1 die.
The 225 numbering in the middle specifically indicates that this is newer Ampere silicon with the built-in hardware mining limiter. We don’t know how bad the mining limitations will be, but if previous Nvidia mining limiters are anything to go by, we should expect mining performance to be cut at least in half with the RTX 3080 Ti.
As for gaming performance, the RTX 3080 Ti specs should land the GPUs capabilities incredibly close to that of Nvidia’s flagship RTX 3090, making it one of the best graphics cards on the market. The reduction in CUDA core count is a measly 2.5%. For perspective, you should be able to overclock an RTX 3080 Ti beyond the performance of a stock RTX 3090 when it comes to gaming workloads; the CUDA core configurations are that similar.
However, be prepared to grab the cards as fast as you possibly can upon release if you want one. Scalpers will probably still be a problem, even with miners out of the equation.
The Aorus FV43U misses a couple of things as a TV replacement, but for gaming, it has few equals. A huge and accurate color gamut coupled with high contrast, 4K resolution and 144 Hz makes it a great choice for both PC and console gamers.
For
+ Class-leading contrast
+ Huge color gamut
+ Accurate out of the box
+ Excellent HDR
+ Solid gaming performance
Against
– No 24p support
– No Dolby Vision
Features and Specifications
If you’re looking for a jumbo-sized gaming monitor, there are plenty of routes you can take. There are multiple sizes of ultrawide 21:9 screens ranging from 34 to 38 inches diagonal. Then there’s the mega-wide 32:9, 49-inch genre. Or you can stick with flat panels in the 16:9 aspect ratio and go 32 inches or larger. Many simply opt for a TV, opening up the field to extra large displays that can top 80 inches.
If you want to stick with a desktop configuration though, the 43-inch category is a good choice. It’s large but not so big that you can’t sit close. It’s possible to play from 3 or 4 feet away, see the entire screen, and fill your peripheral vision with the image. And the 16:9 aspect ratio that 43-inch monitors come in means plenty of height, something that ultrawide and mega-wide monitors don’t have.
You can typically put a 43-inch gaming monitor on your desktop for around $1,500. That’s more than many 55-inch TVs but a computer monitor delivers a few things, like DisplayPort and high refresh rates, that consumer TVs do not. The Gigabyte Aorus FV43U makes the comparison a little easier, however, as it’s going for $1,000 as of writing.
The FV43U is a 16:9 VA panel competing with the best 4K gaming monitors with a 144 Hz refresh rate, AMD FreeSync, HDR and a quantum dot backlight that’s specced to reach 1,000 nits brightness. It also delivers decent sound from its built-in speakers, thanks to multiple sound modes. Let’s take a look.
Gigabyte Aorus FV43U Specs
Panel Type / Backlight
VA / W-LED, edge array
Screen Size & Aspect Ratio
43 inches / 16:9
Max Resolution & Refresh Rate
3840×2160 @ 144 Hz
FreeSync: 48-144 Hz
Native Color Depth & Gamut
10-bit (8-bits+FRC) / DCI-P3
DisplayHDR 1000, HDR10
Response Time (GTG)
1ms
Brightness
1,000 nits
Contrast
4,000:1
Speakers
2x 12w
Video Inputs
1x DisplayPort 1.4 w/DSC
2x HDMI 2.1, 1x USB-C
Audio
2x 3.5mm headphone output
USB 3.0
1x up, 2x down
Power Consumption
54.3w, brightness @ 200 nits
Panel Dimensions
38.1 x 25.1 x 9.9 inches
WxHxD w/base
(967 x 638 x 251mm)
Panel Thickness
3.5 inches (88mm)
Bezel Width
Top/sides: 0.4 inch (10mm)
Bottom: 1 inch (25mm)
Weight
33.8 pounds (15.4kg)
Warranty
3 years
By starting with a VA panel, the FV43U is already ahead of many premium gaming monitors that rely on lower contrast IPS technology. Most IPS monitors are specced for around 1,000:1 contrast, while the FV43U boasts 4,000:1 on its sheet and topped that dramatically in our testing with SDR and extremely when it came to HDR. HDR is aided by the monitor’s 1,000-nit backlight enhanced by a quantum dot filter for greater color volume, which our testing will also confirm.
Video processing leaves nothing under the table. The FV43U is one of the few 4K displays that can run at 144 Hz. It manages this over a single DisplayPort cable using Display Stream Compression (DSC). That means it can process 10-bit color, though it uses Frame Rate Control (FRC) to achieve this. FreeSync operates from 48-144 Hz in SDR and HDR modes. G-Sync also works with the same signals as verified by our tests, even though it’s not Nvidia-certified. (You can see how by checking out our How to Run G-Sync on a FreeSync Monitor tutorial).
Peripheral features include two HDMI 2.1 ports, which support console operation, namely the PS5 and Xbox Series X, with variable refresh rates up to 120 Hz. The monitor’s USB-C port accepts Ultra HD signals up to 144 Hz. This is common among USB-C monitors as USB-C can replicate DisplayPort functions, but you’ll need a graphics card with USB-C, of course. The monitor’s USB-C port also allows for KVM switching (allowing you to control multiple PCs with a single keyboard, monitor and mouse) through additional USB 3.0 ports.
Assembly and Accessories
Two solid metal stand pieces bolt in place on the bottom if you set up on a desktop or entertainment center. Wall mounting is supported by a 200mm lug pattern in back. You’ll have to source your own bolts which should be part of any bracket kit.
Gigabyte Aorus FV43U Side (Image credit: Gigabyte)
Image 3 of 5
Gigabyte Aorus FV43U Back (Image credit: Gigabyte)
Image 4 of 5
Gigabyte Aorus FV43U Top (Image credit: Gigabyte)
Image 5 of 5
(Image credit: Gigabyte)
From the front, the FV43U looks like any modern television with a narrow bezel around the top and sides and larger bit of molded trim across the bottom. The Aorus logo and a power LED are visible in the center. The stand puts the panel a bit less than 3 inches from the table, so it’s a good height for a desktop if you plan to sit around 4 feet back. The anti-glare layer is more reflective than most smaller screens, so plan placement accordingly if you have windows in your room.
A joystick for controlling the on-screen display (OSD) menu joystick is prominently situated on the panel’s bottom center but the easiest way to control the FV43U is with its tiny remote. It only has a few keys but they’re enough to zip through the OSD, change inputs and control the gaming features.
The back is where you’ll find most of the styling elements. Two slanted shapes are rendered in shiny plastic, along with an Aorus logo in the center. The rest of the finish is matte and features some brushed textures. Angles and straight lines are the order of the day with a generous grill at the top for heat dissipation. Speakers fire from the bottom vents and deliver 12W apiece (more on that in the Hands-on section).
The input panel is on the right side which makes it easily accessible. You get two HDMI 2.1, one DisplayPort 1.4 and a USB-C, which also supports 144 Hz and Adaptive-Sync. The HDMIs are limited to 120 Hz but support Adaptive-Sync and 4K resolution, making it fit for console gaming.
OSD Features
The OSD looks just like the menu found in all Aorus monitors but you can make it larger so it can be more legible from across the room.
(Image credit: Tom’s Hardware)
The Gaming sub-menu has everything needed for competitive gameplay. At the top is Aim Stabilizer Sync, which is a backlight strobe for blur reduction. It’s one of the rare implementations that can work in concert with Adaptive-Sync, and it manages to do this without reducing brightness too much out of the box (of course, you can always turn the brightness up).
Black Equalizer makes shadow detail more visible; Super Resolution adds edge enhancement (not in a good way), Display Mode changes the aspect ratio and Overdrive offers four options. Balance is the best one, as it has good blur reduction, no visible ghosting and allows you to toggle Adaptive-Sync on or off.
(Image credit: Tom’s Hardware)
The Picture menu offers an extensive array of image modes (eight, plus three custom memories), along with color temp and gamma presets and something we normally see only on professional screens: selectable color gamuts. You can choose between Adobe RGB, DCI-P3, sRGB or Auto, but in our tests, Auto did not automatically switch the color gamut for different signal types. That means that if we wanted to watch SDR content in the sRGB it’s made in, we had to select the gamut manually.
You also get Local Dimming, which increases contrast significantly. It makes the picture very bright as well, but highlight and shadow detail remain solid, so it is perfectly usable. However, we recommend leaving it off unless your room has a lot of ambient light because you can’t reduce brightness when it’s on. If you prefer a Low Blue Light mode for reading, that feature is in the OSD too.
(Image credit: Tom’s Hardware)
A single press of the large button in the center of the remote’s nav pad brings up a quick menu. Pressing left opens the Aorus dashboard, which can display your PC component’s internal temperatures and fan speeds. You’ll need a USB connection for this, but most motherboards will transmit the information to the FV43U.
A right press brings up Game Assist, which offers timers, counters, refresh rate info and aiming points. You also get a single cross in the OSD and can create additional reticles if you download the Aorus desktop app. Additionally, the OSD offers alignment marks in case you plan to set up additional FV43Us in a multi-screen configuration. Now that would be super cool! We’re thinking ultimate desktop flight simulator.
Gigabyte Aorus FV43U Calibration Settings
The FV43U comes set to its Green (yes, that’s the term used in the OSD) picture mode. It has nothing to do with the color green but is fairly accurate out of the box – enough to make our Calibration Not Required list. But if you’re a perfectionist and want to tweak the image, choose the User Define color temp and adjust the RGB sliders. Gamma presets and color gamut options are also available. For the full native gamut, choose Auto or Adobe RGB. Either will deliver just over 100% of DCI-P3 coverage. sRGB is also very accurate, but we found it better to choose the sRGB picture mode rather than the sRGB gamut mode. Below are our recommended calibration settings for SDR on the Gigabyte Aorus FV43U.
Picture Mode
Green
Brightness 200 nits
13
Brightness 120 nits
4
Brightness 100 nits
2 (min. 89 nits)
Contrast
50
Gamma
2.2
Color Space
Auto or Adobe
Color Temp User
Red 100, Green 97, Blue 99
When HDR content is present, there are four additional picture modes available: HDR1000, HLG, Game and Movie. HDR1000 is the most accurate, but locks out all image controls. Game and Movie allow for brightness and contrast adjustments and toggling and local dimming. We’ll explain that in more detail in the HDR tests.
Gaming and Hands-on
A question that should be answered when one considers buying a 43-inch gaming monitor is, will it function as a TV? Since some FV43Us will wind up in living rooms or entertainment centers, it’s important to know whether it can play well with things like disc players or streaming boxes.
There is no internal tuner so technically, the FV43U is not a TV. But its HDMI 2.1 inputs can accept input from any cable or satellite receiver, as well as a 4K disc player or streaming box like Apple TV. We tried a Philips BDP-7501 player and an Apple TV source. SDR and HDR10 signals were supported fine with one omission, 24p. Film cadences are present on any Blu-ray and in many streamed shows and movies from streaming services like Netflix and Amazon Prime (in addition to 50 and 60 Hz). The FV43U converted these streams to 60 Hz, which caused a bit of stuttering here and there. It wasn’t pervasive, but we occasionally saw artifacts. Note that the FV43U, like most computer monitors, doesn’t support Dolby Vision. We’ve only seen a few pro screens that includeDolby Vision.
As a monitor for controlling Windows, the FV43U was a joy to use. With its vast area, we could clearly view four or five documents simultaneously. Sitting about 4 feet back, the pixel structure was invisible, but if we sat closer we were just able to see the dots. Color, meanwhile, was beautifully saturated, great for watching YouTube and browsing the web. If you want perfect accuracy for web browsing, the sRGB mode is available with a few clicks of the remote.
Gaming is also a blast with a screen this big. SDR games like Tomb Raider rendered in vivid hues with deep blacks, bright whites and superb contrast. The large dynamic range and accurate gamma mean that you’ll see all the detail present in the original content. That lends a realism seen on only the very best computer monitors.
HDR games, like Call of Duty: WWII, also showed tremendous depth on the FV43U. We played exclusively in the HDR1000 picture mode because of its very accurate luminance and grayscale tracking. The FV43Us large color gamut was put to good use here. It was readily apparent in skin tones and natural earth shades, like brown and green. That, coupled with nearly 39,000:1 contrast, made surfaces and textures pop with a tactility that we’ve only seen from premium screens like the Acer Predator CG437K or the Asus ROG Swift PG43UQ (both go for $1,500 as of writing). Without a full-array local dimming (FALD) backlight like that Acer Predator X27 and Asus ROG Swift PG27UQ have, the FV43U doesn’t quite make the very top tier of the best HDR monitors. But it comes awfully close to their image quality while delivering a lot more screen area.
The monitor’s two 12W speakers deliver sound that’s better than what you’ll hear from smaller monitors with much more bass and overall presence. Five audio modes help you tailor sound to your preference. If you’d rather use your best gaming headset, there’s a 3.5mm jack and an additional analog output for external systems.
The SteelSeries Arctis 9 Wireless is what I’d call a logical addition to the famous and mostly fantastic Arctis gaming headset lineup. Looking at their nomenclature, the Arctis 9 Wireless is a natural upgrade of the also wireless Arctis 7, whose first edition I reviewed back in 2017 and still happily use to this day simply because it continues to impress me with its build quality, wearing comfort, and overall performance. But let’s not waste any more time on the Arctis 7—we’re here to talk about the $200/€200 Arctis 9 Wireless.
Depending on where you buy it, the Arctis 9 Wireless costs $30–$50 more than the Arctis 7. For that price hike, you’re getting everything great about the Arctis 7 with the addition of expanded wireless connectivity. Aside from the standard 2.4 GHz RF wireless connection, the Arctis 9 Wireless also offers Bluetooth connectivity. It can be used on its own to connect to mobile devices (smartphones, tablets, laptops), TVs, and other devices which act as Bluetooth sound sources, or simultaneously with the 2.4 GHz connection. Thanks to that, you can have it connected to your PC and phone at the same time, and use it to answer phone calls without stopping what you’re doing or taking off the headset. In case you own a PlayStation, a Bluetooth connection to your phone will allow you to connect to a Discord server through Discord’s mobile app and easily communicate with your friends. Another interesting option is to connect the headset to your Nintendo Switch through a built-in analog 3.5-mm interface to hear the game while utilizing a Bluetooth connection to your phone for voice chat in Switch games that don’t support it natively. You can also use it wirelessly with the Switch because the supplied wireless dongle works perfectly fine as long as the Switch is in docked mode.
Xbox users, fear not—SteelSeries is also making an Xbox-specific version of this headset, simply called the Arctis 9X.
Specifications
40-mm dynamic drivers (neodymium magnet)
32 Ω impedance
20-20,000 Hz frequency response (specified by the manufacturer)
Closed-back, over-ear design
2.4 GHz and Bluetooth wireless connectivity
3.5-mm wired connectivity (output only)
Retractable bidirectional microphone
Over 20 hours of battery life
Supplied 1.5-meter Micro-USB charging cable
Platform support: PC, macOS, PS4, PS5, Nintendo Switch, and mobile devices
We’re in a relatively quiet period for Switch releases while we wait for Skyward Sword’s remaster to release in July. Thankfully, today marks the arrival of a new $10 calculator app on Nintendo’s console, which should stop your machine from gathering too much dust over the coming months. Hell yeah. Math.
The app, which was spotted by Eurogamer, is literally just called “Calculator” and is being published by Sabec. It’s single-player, which unfortunately rules out any team-based calculating, and it works in TV and handheld modes, according to its product page. We’d be remiss if we didn’t point out that the app bears a striking resemblance to the iPhone’s old calculator app, but being charitable, it’s possible that the app is only guilty of drawing inspiration from Dieter Rams’ classic design.
Math.Image: Sabec / Nintendo
Unlike Sony’s and Microsoft’s consoles, and even Nintendo’s previous machines, the Switch doesn’t have much in the way of non-gaming apps. It doesn’t have Netflix, Spotify, or those other pieces of software that we’ve come to expect will appear on basically any piece of electronics with a screen. But now, finally, it has a calculator app. Thank god.
(Pocket-lint) – Gaming phones have become something of a fixture in the Android space; while many flagship devices push their gaming prowess, for a select few, gaming is their raison d’être, their everything.
The ROG Phone is one such device, pushing Asus’ Republic of Gamers brand and weaving into that the experience Asus has gained from its regular phones. And in the fourth-generation of this phone Asus is more ambitious than ever.
Here’s why the Asus ROG Phone 5 is not only a great gaming phone, it’s a great phone outside of that too.
Design & Build
Dimensions: 173 x 77 x 9.9mm / Weight: 239g
Under-display optical fingerprint scanner
3.5mm headphone jack
ROG Vision rear display
Gaming phones often show their colours when it comes to the design. Aside from being large – which the ROG Phone 5 definitely is – you’ll often find more overt graphics and emotive finishes rather than just being a safe black or grey.
Pocket-lint
The ROG Phone 5 doesn’t go to an extreme though: from the front it just looks like a normal phone. Flip it over and you’re treated to subtle design touches etched into the rear glass, which also gives some indicator of where the touch points are for the AirTriggers (which Asus describes as “ultrasonic sensor zones that can be customised to perform different functions, such as reproducing actions in specific games and launching specific apps”. We touch upon these in more detail in the last section of this review).
The thing that gives the game away is the ROG Vision display on the rear of the phone. There are two different versions of the display, with a dot display on the regular ROG Phone models and a slightly smaller but more sophisticated display panel on the Pro and Ultimate models – the Pro is shown in this review.
ROG Phone 5 comes in regular, Pro and Ultimate editions
Pocket-lint
That blows the subtlety out of the water, allowing you to have RBG illumination on the back of the phone – with the Pro and Ultimate models offering a wider range of graphics and animations – all of which can be controlled through the Armoury Crate app on the phone, just like Asus PC components.
That control includes turning the Vision display off if you don’t want it – but you’ll soon forget it’s there until people mention it. It’s on the back of the phone and it’s rare to be looking at the back of the phone when you’re doing something, so let’s not dwell on it.
There are a couple of other quirks around the body: The USB-C on the base of the phone is offset to one side rather than central (and we don’t know exactly why), while there’s a secondary USB-C on the side of the phone. This secondary USB sits alongside the contact point to power the AeroActive Cooler 5 – the clip-on fan – and both have a rubber seal that presses into the side to keep out dust.
Pocket-lint
This cover is probably the worst piece of design implementation on the ROG Phone 5. The fact that there are a couple of spares in the box tell you everything you need to know: you’re going to lose this cover, because it’s a separate piece of rubber.
Motorola’s new Moto G9 Plus is a stunner of a phone – find out why, right here
By Pocket-lint Promotion
·
We’ve found it flapping off when pulling the phone from a pocket, and just when handling the device. We’re constantly pushing it back into place and a couple of times we’ve found it missing and then located it in the bottom of a pocket.
An out of box experience all phones can learn from
One of the great things about gaming phones is what you get for your money. There are a whole range of phones on offer and none are really expensive compared to flagships from brands like Samsung and Apple. The ROG Phone 5 starts at £799 in the UK – and that’s for a 12GB RAM model with 256GB storage, not the bottom of the range loadout.
Pocket-lint
But it’s not just about the core device, it’s about the rest of the experience. Lavishly packaged, opening the ROG Phone 5 is an event. From the cool comic book graphics of inside of the box, that flow through into the startup process for the phone, there’s a sense of theatre. It’s a reward for your custom and it’s so much better than just sliding a phone out of a box.
You also get more in the box: the 65W charger that will deliver a fast charge; the case that brings some grip to what is, admittedly, a slippery phone given its massive size; and the clip-on AeroActive Cooler 5 fan, which integrates a kickstand, two physical buttons, and another RGB logo.
Pocket-lint
Some might baulk at this as more landfill, but some companies will make you pay for the charger – and here you’re getting a powerful charger you can use with your other devices too.
Display
6.78-inch AMOLED panel
Up to 144Hz refresh rate
2448 x 1080 resolution
There’s a 6.78-inch display in the ROG Phone 5. It’s big by any standard, with Asus hanging onto the bezels top and bottom. The top bezel integrates the front-facing camera, so there’s no need for a notch or punch-hole.
It’s also a flat display, all practical design decisions made to give you the best gaming experience, ensuring that you get as much visual space as possible. Given how problematic we found the Xiaomi Mi 11 Ultra’s display, we’re just fine with the ROG Phone 5 going flat.
Pocket-lint
The ROG Phone 5 models all stick to a Full HD resolution and while devices like the Samsung Galaxy S21 Ultra can technically produce finer detail, generally speaking that makes little difference. We can’t fault the ROG Phone’s display for detail.
It also offers refresh rates up to 144Hz (if you have any games that support that, there’s a full list on the ROG website), with options to select 60 or 120Hz – or Auto, which will pick the refresh rate based on the content.
HDR 10+ is supported to bring pop to the visuals for high dynamic range content, while that AMOLED panel provides rich colour visuals, with the option to tune that to your preferences.
It’s a great display and about the only thing that separates it from the best displays on the market is the peak brightness. It offers 800 nits, which is still bright enough for most, but Samsung’s top-end offerings will outshine this model – most notable when outside in sunny conditions.
Pocket-lint
Flanking the display top and bottom are dual stereo speakers, while there’s also a 3.5mm headphone socket for those wanting to go wired. The speaker performance is stellar, amongst the best you’ll find on a smartphone. It’s rich and immersive, with substantial bass and volume that means you don’t need headphones to get the most from your content.
Hardware & Performance
Qualcomm Snapdragon 888 platform
8GB-18GB RAM, 128GB-512GB storage
6000mAh battery, dual USB-C 65W wired charging
The fact the ROG Phone 5 houses Qualcomm’s Snapdragon 888 platform makes it especially good value for money – as you’re getting the latest flagship hardware that will embarrass some other phones.
Of course it comes in at different price points, with RAM and storage leveraging the price, although not all models will be available in all regions. We actually tested the 16GB/512GB model (the ROG Phone 5 Pro – a model that isn’t planned for the UK; although there’s a 16GB/512GB version of the standard ROG Phone 5, the only difference being the type of display you get on the back of the phone).
The performance is also exemplary. There are a number of elements to this. It’s got that great hardware and, as a result, we’ve found the gaming performance to be outstanding.
Pocket-lint
This is a phone that eats hours of Call of Duty Mobile or PUBG Mobile, giving solid gameplay, combined with those design elements and some software enhancements that feel like they give you edge, or at least give you the opportunity to establish new preferences thanks to the bespoke gaming options offered.
We also didn’t find the ROG Phone 5 to get excessively hot under load, despite the option of the clip-on fan.
But the important point about performance is that the ROG Phone 5 also runs fast and smooth outside of gaming. We’ve seen gaming phones that drop the ball when it comes to simple tasks, because of poor software. The ROG Phone 5 is stable, which makes for a great experience.
There’s a huge 6000mAh battery, which is fitting for a phone of this size, again with Asus splitting the battery and enabling 65W wired charging. That makes for really fast charging, with the option to bypass charging – and just have the power used for the system rather than recharging the battery.
Again, this is an option for gamers, so you’re not charging (which produces heat) and loading the system (which produces heat) and could potentially lead to a drop in performance.
Pocket-lint
A big battery means big battery life. In regular use the ROG Phone 5 will easily see you through the day and into the next. It’s not a charge every night type of phone. Even with a couple of hours of gaming thrown in – at top brightness and max settings – battery life isn’t a worry. That’s a great position not just for a gaming phone, but any smartphone.
There are power modes available, with X Mode firing up full power to let things rip, and a Dynamic Mode to keep things balanced. You can customise the power modes to suit your preferences with things like network, display, performance, and other controls all selectable.
There’s an under-display fingerprint scanner that’s fast to unlock, while calls comes through loud and clear too – with no detected problems with Wi-Fi or 5G connectivity.
The camera on any gaming phone is often something of an afterthought. The focus is on the experience of gaming – so the camera is seen as less of a focus. Despite that, Asus is pushing the ROG Phone 5 as having a triple camera system.
Pocket-lint
The main camera is a 64-megapixel sensor, using pixel combining to produce a 16-megapixel image as standard. You can shoot in full resolution, but you have to dig into the menu to find that option, which no one is ever going to do.
There’s an ultra-wide lens, giving the equivalent of 0.6x, although the quality isn’t great, with visible blurring around the edges if there’s any detail there – but fine for open shots of expansive landscapes.
Pocket-lint
1.0X MAIN CAMERA
The final camera is a macro camera, which we’re generally non-plussed about. As on other devices, macro cameras seem to be thrown in to make up the numbers – and that’s what it feels like here too.
So back the main camera and the performance is reasonable, producing naturally balanced pictures, although perhaps not getting the most out of scenes and not showing as much pop as other cameras we’ve seen can offer.
Low-light shooting offers that slow exposure so you can watch the image get lighter, which we like – and it will take those shots automatically in low light, which means people will actually use it.
There’s a portrait mode for blurring the background that works well enough, although it seems to soften the background with over-exposure which makes results look a little clumsy.
Portrait works on the front and back cameras and we generally prefer the results without portrait mode – and you can’t adjust the levels of blur after the fact, so it’s worth taking a few photos and figuring out what gives you pleasing results so you can change the settings before you take the picture. The selfie camera is generally good, although images quickly get softer in lower light conditions and aren’t good when it gets dark.
There’s no optical zoom on offer here, although you can pinch-to-zoom from the main camera out to 8x. It’s not an especially elegant system and the results are typical of digital zoom, with quality dropping as you increase the “magnification”.
Pocket-lint
One of the reasons for the high-resolution sensor – apart from for the benefit of the spec sheet – is to allow 8K video capture, on top of the 4K 60fps option.
The important thing about the camera is that it gets the job done: while other phones will sell themselves on camera features above all else, that’s not really the ethos behind the ROG Phone 5. This phone is all about the power and the gaming experience. So, yes, there are more engaging cameras elsewhere, but at the same time, this Asus will give you perfectly good results in most situations.
Software and custom gaming options
Android 11
Armoury Crate
Custom gaming controls
As we’ve said previously, the software on the ROG Phone 5 runs smooth and fast. We’ve experienced no problems with the tweaks and changes that Asus has made over Google’s Android operating system, and it’s easy to swing in with Google versions of apps rather than supplied alternatives.
It’s running Android 11 too, so the latest version of Google’s OS – although Asus doesn’t quite have the update record that a company like Samsung now offers, so there’s no telling how long it would be before it moves to Android 12 once that’s released later down the line.
Pocket-lint
What’s more relevant here is the gaming software and the options that controls. We’ve mentioned Armoury Crate, which will let you control things like the ROG Vision display on the back of the phone, and act as a launch pad for your games.
Within each game you can see how long you’ve spent playing that game, but more usefully you have a record of profiles for that game. You can, for example, restrict background CPU usage when playing a particular game, change the touch performance, turn off background network syncing – all designed to ensure you have the optimal gaming experience.
That you can customise this to each game is great. For something like a shooter where connection and touch matters more, you might want to restrict everything else. For something casual like Pokemon Go, you might be happy to have everything else on your phone happening. It’s freedom to choose, rather than one gaming mode fits all.
Pocket-lint
Within games you have access to the Game Genie dashboard too, allowing you to perform essential things, like tweak the brightness, turn off alerts or calls, speed up your phone – and block navigation gestures so you don’t accidentally exit the game.
There’s the option to have stats always showing – CPU and GPU usage, battery, temperature, fps – and you can drag these to anywhere on the screen so they are out of the way.
But it’s the AirTriggers that are the biggest differentiator from other phones, giving you a range of touch zones around the body of the phone that you can customise. That also includes two physical buttons on the AeroActive Cooler accessory too – which might convince some people to use it, as those buttons feel more positive than the touch areas of the phone’s casing.
Pocket-lint
The Cooler buttons are great for things like dropshotting in shooters, because you can hit the deck while still firing, and get back to your feet, all without having to touch anything on the screen – which is a real advantage during games.
There are two ultrasonic buttons on the top of the phone, like shoulder buttons, with haptic feedback. These can offer a full range of programmable options – taps, swipes, slides – and they can be divided into two buttons each side, or you can programme and assign a macro to that button for a sequence you might use in a game.
Then there’s motion support, which you can assign to controls in the game – like forward tilt to reload, or whatever you like.
There’s also (on the Pro and Ultimate models only) rear touch zones you can use for slide input for your fingers on the rear of the phone.
Pocket-lint
The challenge is how you incorporate all these tools to make things easier for you during games – although setting them up is easy enough and each setup is unique to each game.
Even if you just find one thing that’s useful, then you’re a step ahead. That might be using an additional AirTrigger for an on-screen control you find hard to hit – or that you can then remove from the display so you have less UI in the way of the game.
Verdict
The thing that really hits home about the Asus ROG Phone 5 is that it’s not just a great gaming phone: it’s a great phone full stop.
Yes, you can’t avoid the fact that the majority of phones are now based around the camera experience – and that’s one area that the ROG Phone 5 doesn’t really go to town on. But with huge battery and display, this is a great media phone in addition to a gaming delight.
For keen gamers, there’s a market of phone choices out there – and the ROG Phone 5 should definitely be high up your shortlist. For everyone else, if you can accept that this Asus is designed for gamers first, it’s still an awful lot of phone for the money.
Also consider
Pocket-lint
Nubia Red Magic 6
This gaming phone attempts to steal the show with a 165Hz display. Despite being a powerful device that’s good value for money, it does oversell the cameras and also brings with it some software quirks you’ll need to work around.
Read our full review
squirrel_widget_4543360
Writing by Chris Hall. Editing by Mike Lowe.
We use cookies on our website to give you the most relevant experience. By clicking “Accept”, you consent to the use of ALL the cookies.
This website uses cookies to improve your experience while you navigate through the website. Out of these, the cookies that are categorized as necessary are stored on your browser as they are essential for the working of basic functionalities of the website. We also use third-party cookies that help us analyze and understand how you use this website. These cookies will be stored in your browser only with your consent. You also have the option to opt-out of these cookies. But opting out of some of these cookies may affect your browsing experience.
Necessary cookies are absolutely essential for the website to function properly. This category only includes cookies that ensures basic functionalities and security features of the website. These cookies do not store any personal information.
Any cookies that may not be particularly necessary for the website to function and is used specifically to collect user personal data via analytics, ads, other embedded contents are termed as non-necessary cookies. It is mandatory to procure user consent prior to running these cookies on your website.