Tomorrow I'll be getting my 7950x3D and planned on utilizing it in the following way: - All background and system tasks stay affinity masked to the high frequency cores - All games are manually affinity masked to just the 3D cache cores, unless the game is not cache sensitive My concern comes with how RTSS interacts with a game and what affinity masking will do when jumping across CCDs. The logic is that if an application that is latency sensitive has to jump from one CCD to the other to complete a task, this will incur a significant performance penalty and so to avoid this, the application will be locked to a single CCD. The problem is, what happens when RTSS hooks into a game that is affinity masked to a different CCD? Do the threads that RTSS injects into the game become affinity masked to the cache CCD now? Does this incur the cross-CCD performance penalty? Should RTSS be left on the same CCD as the game then? And what about MSI Afterburner being the data supplier for RTSS? Obviously MSI Afterburner by itself not logging data to the OSD can be ran on the frequency cores separate from the game and everything will be fine, but what happens if RTSS is affinity masked to a different CCD now? These asymmetrical CPUs are a real headache and I'm a bit concerned what I'm going to find tomorrow when I get this system all setup. I expect it's going to be awhile before I get any concrete answers and learn some hard lessons that I won't be happy with.