Palit GeForce RTX 3070 Ti GameRock OC is the company’s most premium custom-design implementation of NVIDIA’s latest high-end graphics card launch. The RTX 3070 Ti along with last week’s RTX 3080 Ti launch, form part of an attempt to refresh the high-end segment in the face of competition from AMD and its “Big Navi” Radeon RX 6800 series. This segment of graphics cards are targeted at those wanting maxed out gaming at 1440p with raytracing, but also the ability to play at 4K UHD with reasonably good details. NVIDIA already has such a SKU in the RTX 3070, but this was embattled by the RX 6700 XT and RX 6800, which is possibly what the RTX 3070 Ti launch is all about.
NVIDIA created the GeForce RTX 3070 Ti out of the same GA104 silicon as the RTX 3070, by maxing it out. You hence get all 6,144 CUDA cores physically present on the chip, compared to just 5,888 on the RTX 3070. Another major change is memory, with NVIDIA opting for fast 19 Gbps GDDR6X memory over 14 Gbps GDDR6. This results in a significant 35% increase in memory bandwidth over the RTX 3070. The memory size remains 8 GB, though. Wrapping things up are the slightly higher GPU clock speeds. The resulting product, NVIDIA believes, should be competitive against the RX 6800, restoring competition to the sub-$600 market segment.
Palit bolstered the RTX 3070 Ti with its highest factory overclock, at 1845 MHz boost frequency, compared to 1770 MHz reference. The GameRock OC series from Palit always represented over-the-top designs, and this card is no exception. A neatly executed “icebox” pattern tops the cooler shroud, which isn’t unlike the G.SKILL Trident Royal memory modules. This element is illuminated with addressable-RGB.
At this time Palit is unable to provide any MSRP for the GameRock OC. I’d estimate that it’ll end up around $1350 in the free market, so $50 higher than the RTX 3070 Ti Founders Edition.
We now have evidence that staying home to game or stream and chill during the pandemic was pretty much a first-world problem (or privilege, depending on how you look at it). The proof is in a new report published today by the United Nations University and UN Institute for Training and Research that looks at where drops in electronics sales and associated e-waste took place.
The report looked at electronics consumption in the first few quarters of 2020, and then used that to estimate future e-waste. It projects that worldwide, we’ll have discovered that 4.9 million fewer metric tons of e-waste were generated compared to a “business as usual” scenario without the pandemic. But that drop was uneven across the globe, the authors found. Electronics sales are estimated to have fallen 30 percent in low and middle-income countries, compared to just 5 percent in richer nations.
“The so-called digital divide is increasing,” report co-author Ruediger Kuehr said in a statement. “The ability to adapt to digitisation and earn a living or simply to own and benefit from electronics is decreasing in some parts of the world.” Countries in Northern Africa, Western Asia, Sub-Saharan Africa, and Central Asia will be the hardest hit, according to the report.
On the other hand, high-income countries are projected to be solely responsible for a slight global uptick in game console, cell phone, laptop, and electrical oven purchases last year. In those countries, it seems people did indeed turn to screens (and maybe baking?) to while away their time during pandemic lockdowns.
Tech companies still managed to profit during the hellscape of 2020. Microsoft and Apple raked in the dough from gaming and computers. Samsung made more money last year than it did the year before. Amazon doubled its profit near the onset of the pandemic. And the 2020 lull in tech spending among low and middle-income countries is expected to be temporary.
As more people buy more gadgets, e-waste piles up, and can leach harmful materials like mercury into the environment. E-waste reached a record high in 2019, and just 17 percent was recycled. A lot more can still be done to prolong each gadget’s lifespan, increase recycling, and make companies responsible for collecting the products they generate so that e-waste doesn’t trash the environment, advocates say.
(Pocket-lint) – The Ratchet & Clank series has been a PlayStation stalwart for almost two decades. But we’ve not had an original outing since Into the Nexus in 2013 – and that was on the PlayStation 3.
Yes, developer Insomniac Games remade the first game for PS4 in the shape of 2016’s Ratchet & Clank, but it has rather focused its attention on Sunset Overdrive and the superb Marvel’s Spider-Man games instead.
That’s why we’re thrilled to see the return of everyone’s favourite Lombax and his robot chum. And, thanks to the leap to PlayStation 5 proper, they have never looked – or arguably played – better.
Next-gen necessity
Insomniac cut its next-gen teeth on Marvel’s Spider-Man: Miles Morales, plus a dolled-up remaster of its predecessor, but Ratchet & Clank: Rift Apart is its first PS5 exclusive. That has given the studio free rein on a featureset of tools and talents only the latest in Sony’s kitbag can provide.
The entire premise of the game is only possible thanks to clever compression techniques and superfast SSD loading speeds. The graphics drip with ray-tracing and other wizardry from every pore. And the tricks afforded by the PS5’s DualSense controller are exploited to the max. In many respects, this is the first truly next-gen game on any console and has us salivating for what’s possible in the future.
We’re getting ahead of ourselves though. Technical bells and whistles aside, this is a Ratchet & Clank game through and through, so we’ll start there.
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Like most others in the series, this is essentially a shooter-meets-platformer with a keen sense of humour and stunning, Pixar-like visuals. It is split across a fair few planets and regions, each with their own puzzles, secrets, bosses and, in the case of some, open-world landscapes.
Favourite elements return, such as crazy, often hilarious weapons, hover boots, rail riding, the weapons shop (which is now in shape of Mrs Zurkon – an enemy in the 2016 remake), and plenty more besides – but there are some key differences too. Not least the fact you play as two Lombaxes this time around.
That’s because, after Dr Nefarious gets his hands on the oft-featured Dimensionator and accidentally opens up huge dimensional rifts, our eponymous heroes are split up. That leads Clank to meet with Rivet, a female Lombax who is new to the series, and Ratchet, to eventually hook-up with an alternative robot pal named Kit.
Sony Interactive Entertainment
This allows for missions to be split between them all – and provides variety in both gameplay and dialogue. You will often swap characters when choosing which mission to undertake from the navigation screen and likely not return until it is complete – certainly for the first part, anyway.
There are also other-dimensional versions of many recognisable friends and foes, to add extra weight and humour to the story. Certainly, as fans of the series, we loved the references and a few Easter Eggs. However, if you’re new to it, you’ll still get plenty from it – you might even end up seeking older outings elsewhere, such as on PlayStation Now.
Dimensionally speaking
Levels in the game will often require a lot of blasting, but are reasonably varied. Some are based on massive open areas that can be explored, a la the R&C remake, others tighter and largely on rails. One thing that ties them all together is the ability to jump through dimension portals to reach different areas in a zone.
Sony Interactive Entertainment
For example, a small rift might appear on an otherwise hard-to-reach patform, so you just focus at it, tap a button, then are instantly zipped over to that location. It certainly helps you get around a map during a battle, zipping through portals to keep ahead of enemies.
Traversing different dimensions is also used cleverly too, with one level in particular requiring you to hop between an existing, thriving world and a destroyed version in another dimension. By jumping between the two, you can get past barriers in one, or solve an otherwise impossible puzzle.
It is here where the PS5 exclusivity becomes obvious. Travelling through rifts or swapping between dimensions is instant – you certainy don’t notice any loading time, even when everything in the landscape has completely changed or you are on a totally new part of the map. Insomniac has previously said that this needs both the SSD and Sony’s clever loading shenanigans to work, and it’s easy to see why.
The DualSense controller is also a necessity for gunplay, as the game uses both haptic feedback and the adaptive triggers as effectively as Returnal (a very different game, but an amazing one – as we said in our review).
Not only do you feel every shot – with the gamepad’s speaker also utilised for some elements – you get different shot options on the right trigger. Press it down halfway and you get one weapon mode, pull it harder and the other activates. It takes a little getting used to, but is intuitive and immersive when you do.
So, so pretty
The last, obvious reason why this is a PS5-only game lies not in its gameplay but in its look. This is quite simply the most gorgeous next-gen game yet. Easily the best use of high dynamic range (HDR) that we’ve seen.
As with Miles Morales, the developer has provided three graphics modes: Performance, Performance RT, and Fidelity.
Sony Interactive Entertainment
The prettiest – Fidelity – runs at 30 frames-per-second (30fps) but is in 4K resolution with HDR and features ray-tracing, enhanced lighting, additional VFX, and increased scene density. This is the way we preferred to play, even with the lower frame rate. It looks incredible. The different worlds are bursting with details and creativity, so having the enhancements make it for us.
Performance RT keeps some of the options, such as ray-tracing, but drops the resolution and some of the effects in favour of 60fps. While, Performance mode offers 60fps with an increased resolution over the last, it ditches the ray-tracing entirely.
Whichever you opt for, the game is still a stunner. We played it on a 65-inch OLED telly, where the colours popped out of the screen so vividly, but we’d expect it’d look great whatever your TV or display tech. There are also so many instances of neon lighting in the game – not least cascading from your weapons – that it would even be a great reference test for a new HDR TV.
Sound is superb, too, especially the excellent voice acting. And the use of Sony’s 3D Audio tech is great if you have compatible headphones. The spacing in open-world segments is especially good.
Sony Interactive Entertainment
Indeed, our only minor quibbles with the game is that there is a fair amount of repetition in bog standard enemy types and, like with previous outings, it’s a little short.
Still, there are sub-quests on most of the worlds, and there is a decent enough challenge here, with some bosses that will take you multiple tries to defeat. Also, it’s refreshing to have a game that doesn’t take over your life for a month once in a while.
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Verdict
Rachet & Clank: Rift Apart is an excellent return for the franchise. It is steeped in invention and it wrings every ounce out of the PlayStation 5’s capabilities.
We’ll no doubt see more complex, even better-looking games over this generation of gaming, but considering we are still relatively at the beginning, this is highly impressive stuff.
Also, don’t be fooled into thinking that, because it looks like a cartoon, this is a kids game. Like previous R&C adventures, there’s plenty to enjoy here for young and old, with ample challenge too.
Throwing new playable characters into the mix is also inspired, because it both breaks up the narrative and gameplay a touch. There’s a fair amount of repetition, which is par for the course, but apart from that, this is top-level stuff.
Let’s just hope it doesn’t take Insomniac eight years and a new console generation to deliver another slice. But then when it’s this good, it’s worth the wait.
Ratchet & Clank: Rift Apart takes great advantage of the PlayStation 5’s SSD and offers creative third-person combat, but a second playable character doesn’t do much to change the formula.
For
+ Fast level changes enabled by SSD
+ Grinding levels are particularly fun
+ Creative weapons for hectic combat
+ Plenty of collectibles and side quests
Against
– Goes overboard with DualSense haptic features
– Ratchet and Rivet have no gameplay differences at all
– Glitch puzzles don’t connect
When the PlayStation 5 arrived about six months ago, we were promised a number of improvements under the hood that would change the way people play games. One of the big ones was that consoles finally moved to solid state drives for faster loading.
Ratchet & Clank: Rift Apart
Available on: PlayStation 5
Developer: Insomniac Games Publisher: Sony Interactive Entertainment
Genre: Platformer, Action, Third-person shooter ESRB Rating: E10+ Release Date: June 11, 2021 Price: $69.99 ($79.99 for Deluxe Edition)
Ratchet & Clank: Rift Apart takes full advantage of that upgrade. The latest game in the franchise, exclusive to Sony’s latest console, throws the heroes through multiple dimensions, often at a moment’s notice to show off that speed. But it also expresses it through chaotic combat and some zany platforming.
Still, it slows down just enough to examine the main characters’ thoughts and vulnerabilities when it comes to heroism, their own confidence and which questions about your life are worth asking, making for some strong character moments amidst all the havoc.
Talk About Distant Relatives…
Rift Apart serves as a sequel to 2013’s Ratchet & Clank: Into the Nexus, but, at the beginning, at least, it serves as a fine entry point to the series. The game finds Ratchet, the last Lombax in the galaxy, and his robot compatriot Clank, being celebrated for most of their major achievements (cue the history lesson for newer players). And Clank has a surprise for Ratchet — he has repaired the Dimensionator, a device that opens rifts to other, well, dimensions, in the hopes that Ratchet can find one where the Lombaxes still exist and meet his family.
Ratchet is hesitant about this. Life is good. He’s getting a parade. Why mess up a good thing with questions he’s always had at the back of his mind? But there’s a bit less of a choice when their enemy, Dr. Nefarious, steals it to find a dimension in which he’s always the victor.
The chase to stop Dr. Nefarious leads Ratchet and Clank to a dimension where a small group of freedom fighters are led by Rivet, the last Lombax in the galaxy (that is, in her dimension). The game switches between Ratchet and Rivet, both of whom suddenly are partnered with someone very different, but also very familiar.
From there, the game hops between planets and dimensions, some of which are alternate versions of levels from earlier games in the franchise.
Rivet and Ratchet are similar beyond their heritage. Both are quick to take action and like to crack jokes. Rivet is a bit more competent than her interdimensional counterpart, but she’s not used to working with others, robot or otherwise. Of course, meeting each other turns everything Ratchet and Rivet know upside down, and leads to alternate realities that flip what you may know about the franchise, too, with references to other games in the franchise taking a bit of turn.
Much of the game, especially its quieter moments, focuses on introspection and self doubt. Ratchet isn’t sure how long he can keep the hero thing up. Rivet isn’t sure if she can overcome her loner tendencies. Heck, even Dr. Nefarious’ plan is based on the fact that he feels he’s not good enough in his own dimension.
Two Different Lombaxes, Same Crazy Gameplay
Rift Apart is a single-player third-person shooter with heavy platformer elements. Much of the game consists of sections in which you transverse different planets on foot. But to get to your goals, you’ll also wall-run, jump between platforms, stick to magnetic platforms, grind on rails and race with rocket boots.
The other big part is combat, where waves of enemies attack as you fight them off with increasingly bizarre weapons that you obtain from Mrs. Zurkon, a robot with enough southern charm that I’m sure she has a good cornbread recipe. These include the executor (a double barrelled shotgun), the lightning rod (yeah, it shoots lightning) and my personal favorite, the topiary sprinkler, which temporarily stuns enemies in place and turns them into landscaping. The game is heavy on the gunplay, but the violence is cartoony, making it more than appropriate for its E10+ rated target audience.
By time you’re done with the game, you’ll be shooting rockets, bullets, lasers and have tons of little minions at your command. As you move on and get more powerful, the combat shines more and more, with wackier weapons and higher stakes. Additionally, certain battle and puzzle areas have rifts that you can “tether” to in order to pull yourself around the stage, instantly loading the new area around you. It’s disorienting and a bit gimmicky, but ultimately provides some novelty in each part of the game.
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Beyond their species, Ratchet and Rivet are incredibly similar in that no matter which of them you’re playing as, the game feels exactly the same. The two share gadgets, controls and even weapons. Buy something as Rivet, and Ratchet will have it next time. On the one hand, this makes the game seamless. You never lose something you just saved up for because you switched to another character. But it also creates a bit of sameness when you’re playing as a new, interesting character.
Most of the missions contribute directly to moving the story forward, but there are some that branch out to encourage you to explore, and those tend to reward you with collectibles. Throughout the game, there are two other types of puzzles. The first, which largely features Clank, requires you to explore a level and use a number of powers (speed, antigravity, etc.) to move alternate-dimension “possibilities” throughout the level. It doesn’t make huge amounts of sense to the story, but they’re a fun way to put the spotlight on Clank. The others are worse. Early in the game, Ratchet meets a spider-like robot named Glitch, who can enter computers and fight viruses. Glitch has a small side-story, but it ultimately doesn’t affect the main narrative, and I found that it pulled too much attention from the plot that I actually cared about.
My other personal favorites, which I completed as soon as I could, were a series of combat challenges that provided tons of in-game unlockables and money for further upgrades. These fights have unique gimmicks, like randomizing weapons or changing gravity.
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In combat, switching between weapons requires opening a menu and picking new arms. This has the effect of pausing fights often, and varieties of enemies, like some with shields that require attacks that don’t hit from the front, encourage you to switch. I personally liked the little pauses, as they gave me time to plan, but the game also lets you assign four weapons to the D-pad for quick switching. However, those four didn’t seem to serve enough, as I ultimately ended up using the larger menu.
All-in-all, my initial playthrough lasted about 16 hours per the PlayStation 5’s clock. (I don’t believe you should necessarily judge a game’s worthiness by it’s length.) That was with some, but not all, of the optional quests, nor did I find every single collectible or piece of armor, so there’s still plenty to go back for. For those looking to squeeze every bit out of their $70, there’s also a Challenge Mode that makes the game more difficult, provides new weapon upgrades and lets you earn far more bolts, the in-game currency.
I suspect some diehard fans will wish that the game were longer, though the story doesn’t necessarily require it.
The PS5’s SSD Makes the Difference
Rift Apart is the first major exclusive in the back-half of the PlayStation 5’s first year, and, in some ways, takes the most advantage of the system’s new features, both to its advantage and to its detriment.
We reviewed the game using pre-release code from Sony. For this review, we played primarily in Fidelity mode, which promises a stable 30 frames per second with ray tracing and other enhanced effects using a high quality image derived from a 4K base. We had less time with the day one patch, which adds Performance RT mode, which aims for 60 frames per second with fewer effects and a lower resolution; and performance mode, which eliminates more effects for a higher resolution 60 fps. It also fixed a few bugs from our first playthrough.
Perhaps unsurprisingly, the game, with its mix of colorful, lush environments and the darker, grimmer environments was beautiful. There’s some nice fur effects, primarily in cutscenes. And no matter how much was happening on screen during the most intense battles (and they got pretty crazy towards the end), the game was stable.
Ultimately, though, I preferred playing at the higher frame rates. The 60 fps made combat and platforming puzzles, like pocket dimensions, look and feel smoother to play. It simply felt right to be playing it that way. Unless you’re gaming on a 4K TV, you shouldn’t even consider Fidelity. Even then, I think the sacrifice for frames is worth it.
But the star of the show here is the SSD. For most of the game, it feels as if there’s no loading at all, which is surprising when you’re pulled through multiple, complicated environments in just a few seconds as Ratchet, Rivet and Clank travel through rifts. This happens for the first time fairly early in the game, and it was clear then that the SSD, not the graphics, is the most important reason for a console owner to upgrade. Sure, PC gamers have had SSDs for years. But now we’re starting to see what happens when a game is designed around it.
This wasn’t complete, though. There were a few sections where it felt like the game was slowing down to enable the game to load, which put those parts at odds with the rest of the game’s tempo. On one mid-game planet, I got into an elevator several times, and waited the entire ride while the characters had small-talk. After so much speed, everything, for a little bit, screeched to a halt until those rides were done.
Sure, when we saw Spider-Man: Miles Morales (and Spider-Man Remastered), it was surprising how quickly one could fast-travel around New York City. But here, it’s not just a feature – it’s integral to the story. That’s really cool.
The DualSense controller was a real mixed bag. While I was initially wowed — and sometimes continue to be — by the controller’s enhanced rumble and trigger features, it sometimes felt like Insomniac lacked restraint when using them. Every single effect in the game does something with the rumble, as does each gun. During combat, it’s a cacophony in your hands, as the controller vibrates and the triggers lock and unlock almost constantly. I did, however, get some joy out of the built-in speaker as I used the ricochet, a button which lets you fire and then bounce ammo off enemies. It made an arcade pinball sound that burst from the controller, which gave me a laugh.
You can turn down the rumble by switching to a “functional” mode that provides gameplay cues and nothing else, or shut it off altogether. This sometimes felt like it went too far in the other direction, as not every action you would expect provides feedback.
Bottom Line
Ratchet & Clank: Rift Apart is a chaotic thrill ride through space and, well, space in other dimensions. While the storytelling is not especially deep, it’s enough to make for a game that enables some creative platforming setpieces and intense combat.
Even when the game dips into the dark world of a facist leader, has heroes hide from tortured monsters or simply asks them to be introspective about their flaws, its soul is ultimately zany and upbeat. With the exception of a handful of side-puzzles, it’s a tight, fast-moving game with room for the cast to shine.
While the game doesn’t always feel like it’s taking full advantage of the PS5’s power, the near-instant changes in scenery powered by a game designed by an SSD is exciting. The developers would be well-served by being more conservative with the DualSense controller, though. The game has a lot of rumble, and sometimes it’s too much to be immersive.
Those looking for a moderately-sized family-friendly romp that takes advantage of the latest PlayStation’s features will likely enjoy Rift Apart and all of the bonkers experiences it provides.
The Google Stadia could gaming service is finally branching out to more devices. It will arrive on the excellent Google Chromecast with Google TV streaming dongle on 23rd June, as well as a number of TV sets running the Android TV operating system. And, all you’ll need to enjoy the service is a compatible Bluetooth controller (and a Google Stadia subscription, of course).
Here’s the full list of supported devices, as of 23rd June:
Chromecast with Google TV
Hisense Android Smart TVs (U7G, U8G, U9G)
Nvidia Shield TV
Nvidia Shield TV Pro
Onn FHD Streaming Stick and UHD Streaming Device
Philips 8215, 8505, and OLED 935 / 805 Series Android TVs
Xiaomi MIBOX3 and MIBOX4
If your Android TV isn’t supported, you might be able to sign up for Google’s experimental support – this lets it run on a wider range of devices, though the experience won’t have been optimised, so “not every Android TV OS device will work perfectly”, Google warns. To do so, install the Stadia app from the Google Play Store, and opt in when asked.
Many have seen the lack of Stadia support on Chromecast with Google TV a major oversight – though it didn’t stop the streaming dongle earning five stars in our review – so this wider rollout will be welcome news for many. And as well as adding some much-needed gaming skills to a handful of Android TVs, it makes an already excellent media streamer even better.
MORE:
Read our guide to the best video streamers
Check out the competition: Amazon Fire TV 4K review
Find out how to watch Apple TV on your Android TV device
MSI is a brand that needs no introduction. They produce so many products in the PC gaming space that you likely own or have owned something from them, be it a desktop, laptop, motherboard, graphics card, or something else. Suffice it to say, MSI is one of the major players in the PC enthusiast market. This is why it doesn’t surprise that they have been branching out into other areas in recent years, such as the PC cooling space.
In today’s review, I will be looking at MSI’s MPG CORELIQUID K240 all-in-one liquid cooler. Unlike the vast majority of designs on the market, this offering does do things a bit differently. First, it has an LCD screen on the pump and a fan that adds some airflow to the area around the socket. Of course, it has everyone’s favorite feature: ARGB lighting. Other than that, it is your standard mixed metal closed loop comprised of a 240 mm aluminium radiator, two 120 mm fans, and a copper CPU block with a pump. That having been said, while not revolutionary, that doesn’t mean it is not a good performer. However, before praising the unit itself, let’s take a closer look.
Specifications
Manufacturer:
MSI
Model:
MPG CORELIQUID K240
Socket Support:
Intel: LGA1200, LGA1150, LGA1151, LGA1155, LGA1156, LGA1366, LGA2011, LGA2011-3, and LGA2066 AMD: AM4, AM3+, AM3, AM2, FM2+, FM2, and FM1
CPU Block:
Base Material: Copper
Pump:
RPM: up to 2800 (+/- 300)
Radiator:
Dimensions: 272.5 x 120 x 27 mm Material: Aluminium
Fans:
Model: PLA12025B12H Dimensions: 120 x 120 x 25 mm Fan Speed: 0–2500 RPM (+/-10%) Fan Airflow: 77.4 CFM Fan Noise: 39.9 dB(A)
Features:
60 mm Water Block Fan LCD can function as a hardware monitor LCD can display custom graphics Independent fan control Torx fan 4.0 for maximum airflow Customizable ARGB lighting control
G.Skill is adding two new ultra-fast memory configurations to its current lineup of Royal Elite DDR4 memory kits. According to TechPowerUp, the new Royal Elite kits will come configured at 3600MHz or 4000Mhz at an ultra-low latency of CL14, thanks to high-quality Samsung B-Die ICs.
G.Skill’s current lineup of Trident Z Royal Elite memory already consists of very fast memory, including 4266MHz, 4800MHz, and even 5333MHz kits. But what makes these new lower frequency kits so special is their super tight timings at CL14, which has proved to be the most optimal latency for superior gaming performance, as well as the best configuration for day-to-day tasks where latency is more important than memory bandwidth.
As the name implies, these Trident Z Royal Elite kits are decked out with super-aggressive styling: angled edges everywhere and a diamond-like finish for the RGB lighting at the top. The Royal Elite kits come in silver or gold colors, naturally.
These kits will come within two configurations for memory frequency, 4000mhz and 3600mhz. The tightest timings will come with the 3600MHz kit at 14-14-14-34, and the 4000MHz at 14-15-15-35. However, in order to hit these crazy fast latencies, the memory kits will run at very high voltages, of 1.45v for the 3600Mhz kits and 1.55v for the 4000MHz kits.
While we don’t know prices yet, with these timings you can expect to pay top dollar, as should be obvious from the name alone. These memory kits will be available for purchase sometime in June of 2021.
An overclocked named Yosarianilives has published a cool 5.6GHz overclock result for the all-new Ryzen 3 5300G, AMD’s first quad-core Zen 3 chip to date. Paired with the 5300G were an Asus ROG Strix B550-I Gaming motherboard and 16GB of DDR4 RAM running at 4600MHz, with very low timings of 16-16-16-38.
The Ryzen 3 5300G is part of AMD’s first rollout of Zen 3 based APUs, which are already trickling into pre-built desktops and all-in-ones. The higher-end models are expected to hit retail in early August. Similar to the Ryzen 3 3100 and 3300X, the 5300G is a quad-core part with SMT (8 threads) and the addition of Vega integrated graphics.
Thanks to the lower core count, the 5300G also has the highest base clock of any Ryzen CPU in existence right now, at a flat 4.0GHz, but is countered by a somewhat lackluster boost clock of 4.2GHz.
We don’t know what type of cooling the overclocker used to push his 5300G to 5.6GHz. But it is definitely in the realm of exotic cooling, as hitting those higher frequencies is impossible with ambient cooling. We’d guess the overclocker was using liquid nitrogen.
The overclocker didn’t post any gaming or synthetic benchmarks, but we’d imagine the 5300G with a 5.6GHz and an ultra-high memory frequency of 4600MHz really shines in single-threaded workloads. That said, assuming you’d need extreme cooling to hit frequencies close to this, it’s not like you’re going to be gaming or other real-world workloads with clocks this far above stock.
MSI, more usually known for its gaming laptops and RGB-tastic motherboards, has released details of a new line of Nvidia Studio verified mobile workstations for creative professionals with demanding creative workflows.
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The beefy laptops come in a variety of models (WS76, WS66, WE76, WF76 and WF66) and and sport 11th-gen Intel Core processors (i9s, mainly) and Nvidia RTX A-series GPUs featuring either 6 or 16GB of memory. The A-series are Ampere cards that have been built for designers, engineers, and artists rather than gamers. There are two models available here, the A3000 based on the GA104 GPU seen in the RTX 3070 but with 256 more cores, and the A5000 which is rather similar to an RTX 3080 laptop GPU.
Elsewhere, there’s a maximum of 64GB DDR4-3200 RAM, two NVME slots (one Gen 4, the other Gen 3), Thunderbolt 4, and a scattering of USB and video ports. Ethernet goes up to 2.5GbE, and there’s Wi-Fi 6E and Bluetooth 5.2 on board.
Interestingly, you also get a choice of screen sizes, with the WS76 offering 17.3in 4K MiniLED HDR1000-certified display, the WS66 sporting a 15.6in 4K or a useful 1080p touchscreen, and the WE76 tempting with a decadent 17.3in 120Hz IPS panel. You also get a very decent battery, at 99.9Whr, but how long it will last driving that CPU/GPU combo at full tilt will have to wait until we get our hands on one for benchmarking.
At the time of writing, the new laptops were not yet available for sale from MSI’s website.
AMD’s liquid-cooled Radeon RX 6900 XT appears to be making its way to the retail market. VideoCardz has spotted a Sapphire listing over at a Kabum, a Brazilian retailer.
Speculation around the graphics card world is that the Radeon RX 6900 XT LC could very well be the incarnation of the rumored Radeon RX 6900 XTX. The latter was expected utilize the Navi 21 XTXH silicon, which allegedly brings the highest clock rates out of AMD’s RDNA 2 army. Although we’ve already see the graphics card in the wild, AMD hasn’t formally confirmed the existence of the Radeon RX 6900 XT LC.
The Sapphire Radeon RX 6900 XT LC, which should employ the Navi 21 XTXH die, comes with 80 Compute Units (CUs) for a total of 5,120 Stream Processors (SPs). Along with those 5,120 SPs, you’ll also find 80 ray accelerators for ray tracing workloads. The Radeon RX 6900 XT LC arrives with a 2,250 MHz game clock and a boost clock up to 2,435 MHz. The vanilla Radeon RX 6900 XT has a 2,015 MHz game clock and 2,250 MHz boost clock. Therefore, Sapphire’s rendition is offering up to 11.7% and 8.2% higher game and boost clocks, respectively.
Besides the uplift in clock speeds, Kabum’s specification table also shows an increase in memory speed for the Radeon RX 6900 XT LC. Apparently, the liquid-cooled version sports 18 Gbps GDDR6 memory chips as opposed to the 16 Gbps ones on the Radeon RX 6900 XT. It may be a human error, but it’s certainly feasible, considering that Samsung produces 18 Gbps GDDR6 memory chips. If accurate, the extra frequency on the memory chips bumps the Radeon RX 6900 XT LC’s maximum theoretical memory bandwidth up to 576 GBps, a 12.5% improvement over the regular version.
AMD Radeon RX 6900 XT LC Specifications
Radeon RX 6900 XT LC*
Radeon RX 6900 XT
Architecture (GPU)
RDNA 2 (Navi 21)
RDNA 2 (Navi 21)
CUDA Cores / SP
5,120
5,120
RT Cores
80
80
Ray Accelerators
80
80
Texture Units
320
320
Base Clock Rate
?
1,825 MHz
Game Clock Rates
2,250 MHz
2,015 MHz
Boost Clock Rate
2,435 MHz
2,250 MHz
Memory Capacity
16GB GDDR6
16GB GDDR6
Memory Speed
18 Gbps
16 Gbps
Memory Bus
256-bit
256-bit
Memory Bandwidth
576 Gbps
512 GBps
ROPs
128
128
L2 Cache
4MB
4MB
L3 Cache
128MB
128MB
TDP
?
300W
Transistor Count
26.8 billion
26.8 billion
Die Size
536 mm²
536 mm²
MSRP
?
$999
*Specifications are unconfirmed.
The Sapphire-branded Radeon RX 6900 XT LC (21308-02-10G) shares the same design as the Radeon RX 6900 XT LC that recently popped up inside a gaming PC over in China. Although listed as a Sapphire SKU, there are no signs of the Sapphire logo or any type of third-party marketing on the graphics card itself.
It stands to reason that the Radeon RX 6900 XT LC likely conforms to an AMD reference design where the chipmaker’s partners are free to slap their name beside the Big Navi graphics card. It flaunts a dual-slot design with aluminium plates on both sides of the graphics card. For comparison, the Radeon RX 6900 XT reference edition conforms to a 2.5-slot design. Evidently, there are no cooling fans so the Radeon RX 6900 XT LC’s only method of staying cool is the included 120mm AIO liquid cooler.
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Despite coming with a significant factory overclock, the Sapphire Radeon RX 6900 XT LC still uses a pair of 8-pin PCIe power connectors. It’s uncertain if the liquid-cooled variant still abides by the 300W TDP (thermal design power) limit as the normal Radeon RX 6900 XT, though. One would expect a more generous TDP, given the higher clock speeds on the Radeon RX 6900 XT LC.
The display outputs on the Sapphire Radeon RX 6900 XT LC, on the other hand, remains unchanged. Like AMD’s reference design, the liquid-cooled variant retains support for four monitors. It offers the standard HDMI 2.1 port, two DisplayPort 1.4 outputs and one USB Type-C port.
Kabum has the Sapphire Radeon RX 6900 XT LC up for preorder at $4,662.40 or $3,368.41 in a single cash payment. Don’t pay attention to the pricing since it probably includes VAT (value-added tax) and a huge retailer markup. Kabum claims that it’ll start shipping Sapphire Radeon RX 6900 XT LC orders on June 30 so we could see an proper announcement from AMD very soon.
The Razer BlackWidow V3 Mini HyperSpeed hits the sweet spot between functionality and size, clearing up desk space while offering a premium design and functionality. But it’s pricey compared to some fantastic 65% keyboards, and its keycaps can get uncomfortable during heated gaming.
For
+ Efficient form factor
+ Dongle, Bluetooth or cable connection
+ Highly customizable
Against
– ABS keycaps can feel clammy
– Larger keys are a little loud
– Expensive
For some, a clear space makes for a clear mind. And if you’re gaming, more space also means extra room for your mouse and focusing solely on the inputs needed to level up. The best wireless keyboards already decrease clutter by cutting the cord, but a wireless gaming keyboard in a smaller form factor can be a true game-changer for players seeking an efficient, yet productive, form factor.
The Razer BlackWidow V3 Mini HyperSpeed fits the bill well. It’s Razer’s first 65% keyboard, which is a good sweet spot for those who want a small keyboard but can’t let go of navigation keys. With arrow keys, the BlackWidow V3 Mini is a more likely mate for both productivity and work than 60% keyboards. a more likely match for those who want a keyboard for both gaming and work. And Razer makes connectivity, even across several PCs, simple by offering the option to use a dongle, Bluetooth with up to 3 devices or a USB-C to USB-A cable. A $180 MSRP means you’re paying a Razer tax though, and the keyboard, especially its keycaps, aren’t perfect compared to the best gaming keyboards it’s up against.
Razer BlackWidow V3 Mini HyperSpeed Specs
Switches
Razer Yellow (tested) or Razer Green
Lighting
Per-key RGB and logo
Onboard Storage
4 profiles
Media Keys
With Fn
Connectivity
USb Type-A dongle, Bluetooth or USB Type-A cable
Cables
USB-C to USB-A
Additional Ports
None
Keycaps
Doubleshot ABS plastic
Software
Razer Synapse
Dimensions (LxWxH)
12.6 x 5.1 x 1.6 inches
Weight
1.8 pounds
Design of the Razer BlackWidow V3 Mini HyperSpeed
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If you haven’t tried a 65% layout before, it’s worth a shot because you may just find your sweet spot. 65% keyboards chop off a lot of keys but keep the precious arrow keys and even some that typically live above them. Razer told me it wants the BlackWidow V3 Mini to be a “more inclusive option” than the 60% Razer Huntsman Mini, one that saves space but still is efficient in applications like Excel and PowerPoint. No more keyboard switching is the idea, but if you do heavy number input into Excel, you’ll probably still miss the numpad.
The BlackWidow V3 Mini has Delete, Page Up, Page Down and Insert keys, which all also double as macro keys when you’re holding Fn. That’s a little more than some other 65% keyboards, such as the wired Ducky Mecha SF Radiant, which leaves out Insert in favor of a Ducky logo and doesn’t double up those keys as macros. Already we see the more gaming-friendly side of Razer’s 65% option.
However, I rarely use those four keys and would personally prefer a Print Screen option if anything. Of course, I could reprogram this via software and even switch out a keycap if I was that serious. But since I don’t care for that quartet of additional buttons over a 60% keyboard, something like the Cooler Master SK622, which doesn’t have dedicated keys for any of those functions except for Delete, would be even more efficient for me. That keyboard also saves a little bit of space, measuring 11.5 x 4.1 x 1.6 inches, while weighing only 1 pound. The Razer (12.6 x 5.1 x 1.6 inches, 1.8 pounds) is still on par with Ducky’s Mecha SF Radiant (12.8 x 4.1 x 1.6 inches, 1.9 pounds) though.
The V3 Mini doesn’t have a function row but gets a lot done with its Fn key. Just as with the Huntsman Mini, out of the box pressing Fn will disable any lighting you have on and provide white lighting to the keys with a secondary function. In addition to the number row handling F1-F12, there are also side-printed functions for macro recording, adjusting RGB brightness, media controls and the missing navigation keys.
Still, some tasks were more tedious on the 65% board. For example, to take a screenshot of a specific window, instead of pressing Windows + Alt + Print Screen, I had to hit Windows + Alt + Fn + Print Screen, while locating the key that has Print Screen as a secondary function. The side-printing is easy to read from typical seated positions. But unlike the main legends on the keys, these aren’t doubleshot, so could fade with time.
The BlackWidow V3 Mini has flip-out feet for 6 or 9-degree elevation, but I preferred keeping it flat, as my wrists already sloped down, due to the lack of included palm rest. If I were to use this as my forever keyboard, I’d need to find some sort of compact wrist rest, which is a mild annoyance, considering the keyboard’s price.
Besides that, the BlackWidow V3 Mini takes many characteristics from the BlackWidow line, which includes the full-sized BlackWidow V3, wireless BlackWidow V3 Pro and BlackWidow V3 Tenkeyless.That includes a plastic base that’s shiny around the lip, allowing the snake trio that is the Razer logo to peek through with customizable RGB.
The plastic base is subtly textured and surprisingly durable in that it doesn’t seem like it’ll scratch or nick easily. “For Gamers by Gamers” written in a designer bag like pattern on the underside makes you feel special. An aluminum top plate sits atop that for more heft and more fingerprints. But because there’s such little wasted space on the BlackWidow V3 Mini, that issue is mostly limited to the keyboard’s bottom slope.
Razer went with doubleshot ABS plastic keycaps that are a good and cheaper substitute for doubleshot PBT. The ABS plastic here is still visibly textured, especially in bright lighting, is good at fighting smudges and allows RGB to shine through perfectly. Although they’re still slippier than doubleshot PBT, it could fool the less-aware gamer.
The BlackWidow V3 Mini uses the same font as other BlackWidow keyboards with a lower-case font that can feel slightly kiddish, especially if you opt for rainbow RGB, and in the truncated right Shift key. Speaking of, the right Shift’s size will be a problem for some, but I’m a righty and touch typist who never uses the right shift key, so besides it looking a little funky, I’m okay with the sacrifice.
Typing Experience on Razer BlackWidow V3 Mini HyperSpeed
Razer offers the BlackWidow V3 Mini with either clicky Razer Green switches, (which we tested in our BlackWidow V3 Pro review), or linear Razer Yellow switches with added sound dampeners, which we’re testing here. Razer specs its Yellow switches with 3.5mm total travel, actuating at 1.2mm with 45g of force versus Cherry MX Red’s 4mm/2mm/45g.
I don’t have another keyboard with Razer Yellows on hand to directly compare the dampeners’ effectiveness, but compared to the sound displayed in our Razer Yellow hands-on a few years ago, my test keyboard sounded quieter and less high-pitched and annoying. For the most part, I enjoyed the soft clacking of the BlackWidow V3 Mini during testing. Most of the keys’ noises are an inoffensive volume, and even if your mic picks it up, your teammates won’t be nearly as distracted then if you were using a clicky mechanical switch.
But while the spacebar still manages to sound soft despite an extra plastic-y note, the Backspace, Enter and right Shift, which also show some wobble, make too much of a plastic racket that stands out compared to the other keys. I also noticed a small amount of unwanted pinging, but this was only occasional.
I don’t typically like using linear switches for typing, but getting work done on the BlackWidow V3 Mini was easier than expected. I still missed my tactile bumps and clicks, but the keyboard’s layout is logical and the keys properly spaced, so there were no other distractions. The keycaps are also more comfortable than many other ABS ones, and the keys never felt mushy.
On the 10FastFingers.com typing test, I averaged 122.7 words per minute (wpm) and 95.2% accuracy. That’s faster than my typical 118 average, but my accuracy dropped 2.8 percentage points. The speed may be due to the faster travel and lack of a tactile bump to get through, but I believe that bump would’ve helped my accuracy.
Wireless Experience on Razer BlackWidow V3 Mini HyperSpeed
Razer recommends using the BlackWidow V3 Mini’s 2.4 GHz USB-A dongle for gaming and even remembered to provide a spot for dongle storage on the keyboard’s underside; (although, the plastic covering could be more durable). Even better, I never lost my connection during testing, even when gaming with my best wireless mouse and a pair of Bluetooth headphones. The only time I noticed obvious lag was when the battery was under 2%. At this point, RGB started changing effects unprovoked and the keyboard would occasionally repeat inputs for some reason, so I wouldn’t use it much at that battery level anyway.
If you prefer to save a USB port, you can connect via Bluetooth by sliding the toggle on the front edge over to the “BT” side. The keyboard can connect to up to three devices via Bluetooth and toggle through them by hitting Fn + 1-3.
Gaming Experience on Razer BlackWidow V3 Mini HyperSpeed
Many prefer the smooth travel of linear switches like Razer Yellows. Packed inside of the BlackWidow V3 Mini, these switches felt fast and responsive, not only keeping up with my inputs but feeling potentially faster than gaming with heavier switches like Razer Greens (4mm total travel, 1.9mm actuation, 50g of force).
Movements felt easy. With just a light touch I could walk my character long distances without growing weary or feeling like the key was too unstable if I didn’t bottom out. I often find keyboards with Cherry MX Reds exhausting in that regard because I can feel like I’m floating when depressing halfway for an extended period. That wasn’t the case with this keyboard, making my adjustment to linear switches over my preferred tactile and clicky switches easier than expected. Well-spaced keys also made strategic inputs easy, so I didn’t end up murked because I was hitting the wrong button.
But after even just 15 minutes of gaming, the keyboard would get noticeably clammy. Now, this was before things even got heated on the battlefield. When I grazed my finger down the W key, for example, while exploring my virtual world, I’d encounter an unpleasant feeling. You may mistake the BlackWidow V3 Mini’s doubleshot ABS keycaps as PBT at quick examination, but once you get gaming, the truth will be apparent. After serious gaming for an hour, the clacker got seriously clammy and, dare I say, sticky-like.
But there are some gaming advantages here. The obvious one is the keyboard’s small form factor, which afforded me more space to not only move my mouse but to get comfortable by positioning my keyboard in different angles.
If you’re concerned about sound, Razer used sound dampeners with this keyboard to make its linear switches even quieter. I don’t have other Razer Yellows on hand, but I do enjoy the sound.
Battery Life of Razer BlackWidow V3 Mini HyperSpeed
When I used Razer’s keyboard with its dongle connection and rainbow Wave RGB effect at max brightness for about 26 hours and 17 minutes, and Synapse’s battery meter read 3%. This was with the keyboard set to dim lighting after 1 minute of activity and to turn off after 15 minutes of activity (the shortest amount of times available). Once the battery level dropped to about under 2%, the lighting would automatically turn off unless I was actively typing, and would change effects without me asking. There was also input delay and repeated inputs, key bindings stopped working and Synapse wouldn’t recognize the keyboard, so I wouldn’t want to use the keyboard at under 3% battery.
Razer claims the BlackWidow V3 Mini can last for up to 200 hours without any RGB whether using the dongle or Bluetooth connection. With the keyboard’s Spectrum Cycling RGB effect at max brightness, Razer’s battery life estimate drops to 17 hours. If you keep brightness at 30% max, the expectation is 48 hours.
Razer told me the keyboard can charge to 100% after 4 hours and 50% after 30 minutes. However, your experience may vary, as I let my test unit’s battery run out, charged it for 30 minutes with the included cable and a 5V/2A power brick and only had 11% battery after. After 4 hours of charging though, the battery meter on the mouse’s software read 100%.
Features and Software of Razer BlackWidow V3 Mini HyperSpeed
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Synapse continues to be the tool of choice for Razer’s RGB and feature-clad lineup, offering control over everything from per-key and logo RGB to almost every key’s function. My favorite part, however, is the battery life reading, stated in a clear, specific percentage.
The Customize section lets you set almost every key’s (not Windows or Fn) function, including different keyboard and mouse actions, RGB control and the ability to switch another Razer product’s profile. With Razer’s HyperShift feature, Fn doesn’t only activate certain key’s side-printed secondary functions, it can also activate secondary functions, assigned via Synapse, among most other keys. Indeed, one of Razer’s advantages is the volume of customization options — so long as you don’t mind running Synapse in the background.
If you do, the BlackWidow V3 Mini makes a decent effort of offering some features app-free. For one, you can toggle through some RGB presets by pressing Fn + Ctrl + 1-7. And in addition to being able to store an infinite number of profiles in the software, (thanks to the cloud), there are 4 onboard memory profiles. But how to toggle through those profiles isn’t obvious. In my few weeks with the keyboard, I couldn’t figure it out on my own. I had to ask Razer, which taught me to fold Fn + C. And, indeed, when you hold down Fn, the C key lights up to let you know it has a secondary function. But there’s no side-printing on the C key to remind you that it can perform profile toggling. Additionally, RGB settings don’t carry over. And some advanced functions, like inter-device control and launching apps or websites, still require Synapse to be open.
You can also do macro recording on the fly, but it requires Synapse to be running in the background. But remember, four keys are ready to serve as macro keys alongside Fn, so it’s worth considering. If you plan on using dedicated macros often though, a full-size keyboard may be a better fit, especially something with macro keys like the Corsair K95 RGB Platinum XT.
Synapse’s Lighting section offers access to RGB controls, like brightness from 0-100% and the ability to toggle 11 preset effects, including your typical rainbow wave and Fire, which plays around with the red and orange color scheme flickering across keys. For customized effects, you’ll need the Chroma plug-in, which offers expansive layers of customization options, including over the snake logo.
Power is a simple, but important, menu. There’s a battery meter here, plus the option to make RGB dim automatically or have the keyboard turn off after a certain amount of inactivity (to conserve battery).
Bottom Line
The Razer BlackWidow V3 Mini HyperSpeed is Razer’s first 65% keyboard, but adopts the brand’s tradition of high-priced, high-functionality peripherals gamers would be proud to carry. This keyboard is an exciting addition, particularly because of its efficient layout. If you don’t need a numpad, this is about as good as it gets without making basic navigation burdensome.
You can go slightly trimmer, though. The Cooler Master SK622 offers an interesting counter offer in what is essentially a 60% keyboard with arrows. Wireless connectivity is Bluetooth only though, and many will prefer the reliability of the BlackWidow V3 Mini’s dongle and the option to toggle through up to 3 more PC connections via Bluetooth.
We rank the 75% Keychron K2 as the best wireless keyboard for productivity, and the 65% version, the Keychron K6, is much cheaper than the BlackWidow V3 Mini at under $105 with RGB or without.
And if you can stomach a cable, the Ducky Mecha SF Radiant offers a striking design, a broad range of Cherry switches and doubleshot PBT keycaps, an upgrade over what the BlackWidow V3 Mini offers, for $159.
But with this level of customization, from key bindings to RGB to multi-PC connectivity, there’s very few if any in the 65% category that can compete with the BlackWidow V3 Mini’s gaming-ready featureset.
User from the Chiphell forums has spotted an interesting Radeon RX 6900 XT over in China. The Big Navi graphics card, forms part of a pre-built gaming PC on Tmall, features an exterior that’s very similar to AMD’s reference design, but with added liquid cooling.
The merchant listed the graphics card as the AMD Radeon RX 6900 XT LC, claiming that it’s a special edition SKU. The “LC” likely stands for liquid cooling. Although the seller didn’t mention the manufacturer, he did claim that this variant offers 10% higher performance than your typical Radeon RX 6900 XT. The statement lends credence to the suspicion that this liquid-cooled Radeon RX 6900 XT could be leveraging the Navi 21 XTXH silicon that has been specially binned for high clock rates.
The RDNA 2 graphics card’s shroud exhibits two sleek, aluminium plates on both sides, implying that this is probably a strict liquid-cooled design rather than one of those hybrid setups that AMD’s partners are so fond of. The illuminated Radeon logo still hands on the side, but it’s accompanied by what appears to be a RGB LED bar for added eye candy.
The single 120mm AIO radiator certainly raises an eyebrow, though. Graphics card vendors have released the custom Radeon RX 6900 XT models with 240mm and 360mm radiators. Furthermore, the The Radeon RX 6900 XT is a 300W graphics card so we doubt the Radeon-branded 120mm radiator will suffice. The cooling solution will probably have to work hard to keep the graphics card’s temperatures under control and may end up being very noisy.
Whether the AMD Radeon RX 6900 XT LC is employing the Navi 21 XTXH or not, the graphics card only commands a pair of 8-pin PCIe power connectors. A 700W power supply is still the minimum capacity recommended to feed the RDNA 2 graphics card.
The jury is still out on whether we’ll see the Radeon RX 6800 XT LC outside of the Asian market. Nevertheless, the odds are that this SKU could be exclusive to OEMs or system integrators.
The Anda Seat T-Pro 2 is a high-quality alternative to more expensive chairs for big and tall gamers. Shorter players aren’t a good fit, but this fabric-clad chair stays clean while feeling offering durable support.
For
+ Built like a tank
+ Fabric covering doesn’t get as sweaty as faux leather alternatives
+ Excellent, supportive recline
+ Rugged casters
Against
– Assembly is a two-person job
– Hard armrests
– Not good for shorter gamers
Designed to compete with the best gaming chairs, the Anda Seat T-Pro 2 Series marries a more understated, professional-friendly look with rock solid build quality and a sturdiness rated to withstand gamers weighing up to 441 pounds and 6′ 10.7″.
The T-Pro 2’s many adjustment options are easy to explore using conveniently located controls, and its cushioning strikes the right balance between firm and enveloping — if you’re the right size. Smaller gamers may feel like they’re swimming in the T-Pro 2, but larger gamers will feel right at home with this $500 (on sale for $430 as of writing) chair.
The Anda Seat T-Pro 2 is a sizable hulk of a gaming chair, standing at over 56 inches tall and measuring just under 2.5 feet wide from armrest to armrest. The T-Pro 2 is available in black, blue with black accents or gray with black accents, like our review unit. Either way, you get black lumbar and neck cushions.
The overall looming obelisk shape of the T-Pro 2 is somewhat similar to the Razer Iskur, but Anda Seat’s offering distinguishes itself by playing down its gamer pedigree. Apart from the prominent placement of the Anda Seat logo in the middle and top of the backrest, you’ll find little evidence of ‘gamer’ callouts in the design. This is a gaming chair that could easily look at home in a more conservative office setting, especially if you decide to go with the black color option, which makes the branding even less conspicuous.
Anda Seat has delivered a more mature take on gaming chair design with the T-Pro 2 that should compliment a wide variety of setups and keep your office mates from immediately realizing that you’ve spent more time playing DOOM than you have matching cover sheets to TPS reports.
The T-Pro 2 further differentiates itself by opting for fabric covering – a significant departure from the faux leather typically found in chairs aimed at gamers. Apart from aesthetics, this choice of linen has its pros and cons. The fabric covering breathes a lot better than faux leather, so it didn’t get as sweaty after long sessions. However, the fabric upholstery does require more maintenance. Fabric, unlike faux leather, can stain easily, so you’ll want to be a little less reckless with your refreshments and be prepared to do some scrubbing to keep the T-Pro 2 looking its best.
Comfort and Adjustments of Anda Seat T-Pro 2
The T-Pro 2 has a very firm feel to its backrest. There is minimal give to it, and this rigidity is reinforced by its steel frame. In contrast, the seat base cushion itself has a soft, enveloping feel that really lets you sink in. The end result is a fully supported back with the chair helping with proper posture while providing ample comfort.
As mentioned, the T-Pro 2 differs from many gaming chairs on the market by opting for a fabric cover rather than some type of fake leather. When gaming for hours, this selection helped prevent excessive sweating. The fabric itself has a slightly rough feel, similar to what is commonly found in office chairs. It’s textured but a far cry from woolen abrasiveness.
Also included with the T-Pro 2 are two memory foam cushions covered in soft fabric. There’s one for the neck that can be affixed to the top end of the backrest with a strap and one for lumbar support that slides neatly into position where the backrest and seat base meet. These cushions provide an extra level of comfort to an already snug chair, but the neck pillow is best left unused if you happen to be on the lower end of the T-Pro 2’s recommended height. I stand at 6’4”, well under the maximum recommended height of 6’10.7″, and found that the neck cushion snaps into position just right for me. Those under 6 feet may find that the neck cushion pushes the head forward instead of cradling the neck, like it should.
Gamers can expect several options when it comes to adjusting the T-Pro 2 to their liking. The height of the seat is adjustable by 2.7 inches, and the backrest can be locked in its upright position at 90 degrees or any reclining angle up to 160 degrees. The adjustment levers are conveniently located on the left and right sides of the seat base, requiring little effort to reach. According to Anda Seat, the T-Pro 2 can support up to 440 pounds, so rest assured you can recline safely and have your weight fully supported. But if you want to use the chair’s rocking feature, note hat the max recommended weight drops to 330.7 pounds.
The T-Pro 2’s armrests are also fully adjustable. You can move them up and down, forward and backward, left and right and angled straight or 45 degrees to the left or right by depressing the buttons on the armrests and using a little bit of force. The armrests are as easy to adjust as the rest of the chair, but material used for them doesn’t quite live up to the other components in the build from a comfort perspective. Compared to the comfy fabric covered foam of the rest of the chair, the armrests offer a slightly rubberized, hard plastic that is uncomfortable to rest your elbows on for any sizable amount of time. I would have greatly preferred a spongier feel that offered some cushion for my elbows and forearms.
The T-Pro 2 is designed for taller gamers with wider frames and, while there’s certainly not anything present that is going to stop a smaller user from getting comfortable, it will definitely feel less like home if you’re less than 6-feet-tall. There is additional width between the armrests that will certainly take some time to get used to for those with smaller frames, and the height of the backrest (34.3 inches) makes the neck pillow simply unusable for anyone who doesn’t have the height of an NBA player.
Assembling the Anda Seat T-Pro 2
The Anda Seat T-Pro Series 2 was a challenge to assemble, due to its large footprint and considerable weight (74.5 pounds).
While I was able to put together the chair myself in a little under 2 hours, I certainly wouldn’t recommend doing so without assistance. It’s possible to build the Anda Seat T-Pro by yourself but not without a considerable amount of sweating and cursing. Save yourself the aggravation and have someone help you. If you try to build the chair alone, it can be difficult to line up the screw holes to attach the backrest to the base. In my experience, the weight of the backrest frequently caused it to tip over, forcing realignment.
The included assembly instructions could also use some improvement . There are quite a few typos, and some of the photographs could do a better job showing the correct orientation of the pieces. That being said, these are far from the worst assembly instructions I’ve seen, (and I’ve built my fair share of gaming chairs) and they certainly won’t prevent anyone from being able to put the T-Pro 2 together.
Bottom Line
The Anda Seat T-Pro 2 Series is an above-average chair for gamers of above average-size. It is remarkably sturdy, can bear impressive weight and is very comfortable, even when reclining at extreme angles. The fabric covering requires more care than the industry standard faux leather but benefits gamers by being more breathable. The linen upholstery also lends the T-Pro 2 a more serious appearance that makes it look at home whether it’s in a gaming setup or a professional setting. The overall build quality is top notch, with a steel reinforced frame and heavy duty casters that ensure easy movement.
There are a few caveats, however. Assembly can be a bit of a trial to complete alone, due to the relative difficulty of lining up the bolt holes to connect the seat base to the backrest. This is exacerbated by the overall heft of the pieces. Additionally, the included cushions are best left unused if you fall short of Anda Seat’s minimum recommended height –– this is, after all, a chair designed for larger folks.
I also wish that Anda Seat had gone with a different material for the T-Pro 2’s armrests . They have an unpleasantly hard, plastic feel that is out of step with the premium feel of the rest of the unit.
What Anda Seat has given us in the T-Pro 2 is a chair that competes directly with the Secretlab Titan XL, which targets gamers weighing 220-390 pounds and 5’11”-6’10”. The two are rivals in form, build quality and price point, but the T-Pro 2 has a greater supported weight range (if you don’t use the rocking feature) and lacks the adjustable Lumbar support system, offering a soft removable cushion instead. The T-Pro 2 can also frequently be found for $50 under the Titan XL’s asking price – and while that is still not cheap, the T-Pro 2 is absolutely worth the splurge for its intended user base.
If you’re of average size, there are plenty of gaming chairs out there that would probably suit you better than the T-Pro 2 for a significantly lower price (see our Best Gaming Chairs page for more recommendations). But if you’re 6-feet-tall or more, you now have another high quality option to consider.
Just in time for E3 2021, the next edition of the Future Games Show is set to air. Run by our sister site, GamesRadar+, with sponsor WD_BLACK, the Future Games Show will feature game announcements, trailers and updates from more than 40 new PC and console titles when it airs on June 13th at 7 pm ET.
Airing on GamesRadar+ and social networks Twitch, YouTube, Facebook and Twitter, the show will be hosted by Last of Us 2 voice actors Laura Bailey and Troy Baker. Participating game publishers include SEGA, Team17, Private Division and XSEED Games.
“Last year was arguably the most challenging year for games development,” Baker said. “Now we’re starting to see the games that will emerge this year and beyond. I’ve gotten a small peek behind the curtain and I can’t wait to pull that curtain back even further for you on June 13.”
The three previous Future games shows drew an audience of 45 million viewers combined. An official partner of E3, the show takes place on the same day as the PC Gaming Show, run by our other sister site PC Gamer. Starting at 2 pm ET, the PC Gaming show will feature 39 new game trailers and be hosted by Frankie Ward and Mica Burton.
“GamesRadar is thrilled to bring the Future Games Show to its widest audience yet as an official partner of E3 2021 and The /twitchgaming gathering,” said Daniel Dawkins, Content Director of Games and Film at Future Plc. “Our amazing hosts Troy Baker and Laura Bailey look forward to sharing some of the most exciting, quirky and anticipated games of 2021 and beyond; followed by unrivalled post-show coverage and deep-dives on gamesradar.com.”
Linux gamers using Valve’s Proton compatibility tool to run Windows games will be getting a performance upgrade in the future: Nvidia has announced that it’s working with Valve to bring FPS boosts using its DLSS technology featured on its RTX cards. It’s almost enough to make me want to revisit Linux gaming.
DLSS, or Deep Learning Super Sampling, is a technology that lets gamers get more performance without having to give up too much image quality. It does this by running the game at lower-than-native resolution (say, rendering the game at 1080p when your monitor is 4K), but then upscaling the image to native resolution using some mightily impressive algorithms.
The tech will, of course, be exciting for people with Linux gaming computers, but it’s also interesting considering the rumors of Valve creating a handheld gaming device. We argued that DLSS could make the next-gen Switch hit way above its weight-class, and the same would be true for a handheld PC without a ton of graphics horsepower, which would likely be running Linux.
While Nvidia hasn’t released a list of which Proton-powered games will be getting DLSS, there are actually a surprising number of candidates. Running Nvidia’s list of games that support DLSS through ProtonDB, a site that lets users report how well games work when using Proton, shows that a good portion of DLSS-enabled games are already working on Linux. That’s around 30 games out of a little over 50.
There is, however, an interesting question raised by Nvidia’s DLSS list — a few of the games on it actually have native Linux ports, and it’s unclear if they’ll be getting the upsampling tech, or if it’ll be exclusive to games running through Proton. Gamers potentially get better performance by running the Windows version through an emulation layer, rather than the native version, would be a bit of an odd quirk, but whether that’ll end up being the case remains to be seen. Nvidia didn’t immediately respond to a request for clarification about the issue.
Nvidia also hasn’t mentioned a timeframe for DLSS support coming to Proton (though it did mention that support for Vulkan was coming this month, and that DirectX support would be coming in the fall), but it’s nice to see that it’s still pushing to bring Linux gaming up to par with the Windows experience. As someone who tried to be a Linux gamer in the long long ago, using vanilla Wine and, later, CrossOver, the work Nvidia and Valve are doing with Proton has made me consider setting up a Linux gaming rig again. Now if only I could get a graphics card.
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