When was the last time any of you looked at memory bandwidth benchmarks for games? The last time I looked at benchmarks on bandwidth sensitivity in games was years ago. During the Nehalem days with triple channel memory, and especially when the x79 platform came out for the Sandy Bridge core based 3900 series CPUs that used quad channel interfaces. In those days, games were decidedly much more different than they are today as the PS3 and Xbox 360 were alive and well. Single threaded 32 bit games using high level APIs like DX9, DX10 and DX11 were the norm. These games could barely register a performance difference between one or two threads, let alone single, dual, triple or quad channel memory. Unlike today where practically every game is 64 bit from the ground up, can use at least 4 threads (even with DX11), and many of the more advanced game engines like Frostbite 3, AnvilNext, Id Tech 7, UE4 etcetera now make excellent use of low level API optimizations and can make use of high core count CPUs with ease. So things have obviously changed a great deal since the advent of the PS4 and Xbox One, and for the better. Anyway, I was having a discussion on another forum about the possible impact that DDR5 will have on CPUs and one guy mentioned that games tend to be much more sensitive to latency than they are to bandwidth. My first instinct was to agree with him, as that was my experience from several years ago as well. But then I checked a recent video on YouTube that tested a 6800K (six cores) with 4x4GB and 2x8GB of DDR4 3000 CL16 in BF5 and AC Odyssey with a 1080Ti running at 1080p high settings. The results astonished me. The performance difference between them was HUGE. On average, I was seeing 10-30% difference in average framerates, which is akin to a GPU upgrade. But what really floored me, was the difference in 1% lows. There were several times when there was over a 100% difference in favor of the quad channel rig, which was amazing! Though to be honest, should we really be surprised? Frostbite 3 can use up to 8 threads, and AnvilNext can use up to 10 threads. Games have been becoming more and more parallel over time. This trend will increase with the next gen consoles as well. Greater parallelism should in theory result in more emphasis on memory bandwidth, and less on latency. This is a good thing, because memory bandwidth is easier to improve compared to memory latency.