It's always a good idea to occasionally
take stock of your life by looking back at where you've come from. While it's
easy to take current circumstances for granted, closer reflection can reveal
the true magnitude of our progress. We certainly found that to be the case when
we looked all the way back to Dream Machine Mk1. Unleashed on the world in
September 1996, the Dream Machine staked out an insane amount of power,
storage, and performance.
The
artwork forthe original Dream Machine story seems apt— so diminutive are the
parts by today’s standards.
What made something a Dream in 1996? A
150MHz Pentium processor. That chip ran on a 66MHz bus, was built on a 350nm
process, featured a whopping 3.3 million transistors, and contained no cache.
That whopping 512KB of pipeline burst cache was mounted on the Supermicro
P55-T2S mobo. To keep Windows 95 happy, a whopping 32MB of EDO SIMMs were used
for RAM.
The Dream Machine was all about being the
best, so EIDE was skipped in favor
of an UltraWide SCSI III Quantum Atlas XP3125W drive with 2.1GB of storage.
Yes, a $10 USB key has double the storage of the biggest, the worst hard drive
you could find in 1996. We suspect that a typical USB key is actually faster
than that hard drive, too.
Graphics in Dream Machine Mk1 came from a
Matrox Millenium with 4MB of dual-ported WRAM. We paired the Dream Machine with
a (then) massive 17-inch Nanao CRT, the ultimate PC display, with 1027x768
resolution and 24-bit color. DM Mk1 also featured a Zip drive, a Moto ISDN
modem, a 6.7x Tosh SCSI CD-ROM, as well as an Adaptec 3940UW card and Sound
Blaster AWE32 in an ISA slot. Oh, and for the keyboard, a classic IBM PC/AT.
Dream Machine 2012 in its element
Does performance even matter? Hells, yeah
Performance. Still. Matters. Don’t let anyone
dissuade you from that fact. It's a core belief we will hold at Maximum PC
until they cart us all off to the soylent green factory.
This year's Dream Machine 2012 lives up to
that philosophy: Get the very best you can. But it's meaningless without valid
metrics. To measure how fast Dream Machine 2012 is, we turned to our new stable
of benchmarks: Premiere Pro CS6, Stitch.EFx 2.0, ProShow Producer 5.0, x264 HD
5.0, Batman: Arkham City, and 3DMark 11.
Our
current desktop test bed consists of a hexa-core 3.2GHz Core Ĩ7-3930K ra 3.8GHz, 8GB of Corsair DDR3/1600,
on an Asus Sabertooth X79 motherboard. We are running a GeForce GTX 690, an OCZ
Vertex 3 SSD, and 64-bit Windows 7 Professional.
When we picked our benchmark suite, we
intentionally balanced the applications so as not to unfairly favor highly
threaded processors. Yes, some of our benchmarks do take advantage of
high-thread-count procs but two don't, and Dream Machine 2012, despite all its
brawn, can't out-muscle our zero-point, and even the tiny Falcon Tiki
(reviewed on page 74), in Stitch.Efx and ProShow Producer 5.0. Producer 5.0
tops out with four cores; after that it's the CPU’s microarchitecture and clock
speed that impact performance. Since Intel has clock-blocked our Xeon E5-2867W,
the most speed we could get from the chip was 3.5GHz, with Turbo technically
taking it to 3.8GHz under soft loads. With the same essential microarchitecture
as Sandy Bridge, the zero-point’s higher base-clock speed of 3.9GHz gave it a
slight edge in performance in both Stitch.Efx 2.0 and ProShow Producer 5.0.
But as we said earlier, Dream Machine is also about anticipating the future –
and the fact is, more and more apps will add support for more cores.
In these scenarios the Dream Machine tells
all others to just step the frak back. With our Premiere Pro CS6 benchmark
confined to the CPU, the Dream Machine 2012 outran the zero-point by almost 20
percent. The same happened in the TechARP x264 HD 5.0 benchmark. That’s no slow
chip in the zero-point, either. It's a hexa-core Sandy Bridge-E overclocked to
just under4GHz. Even if we had goosed the SNB-E in the zero-point another
500MHz (just about the limit for most SNB-E chips) we doubt It would have won.
With
our Premiere Pro CS6 benchmark confined to the CPU, the Dream Machine 2012
outran the zero-point by almost 20 percent
In gaming the contrast between Dream
Machine and the zero-point was even more stark. Many have wondered if quad SLI
scales, and we're here to say, "Damn straight.'' Dream Machine 2012's
graphics performance in Batman: Arkham City gave up 67 percent more frames per
second than the zero point and an 87 percent higher score in 3DMark 11. Let's
remind you that our zero-point features a single GeForce GTX 690—not exactly
chopped liver in GPU land. Against a single GeForce GTX 680? It's like having
Thor's hammer land on your head. We saw a 262 percent speed bump with DM2012
against a stock Ivy Bridge box with a GeForce GTX 680 in Batman and a 176
percent bump in 3DMark 11.
We also wondered If the Dream Machine 2012
offers more where multitasking is concerned, given its 16 threads on tap. For
comparison, we took our ProShow Producer 5.0 benchmark and ran it while also
running the x264 HD 5.0 benchmark on this month's stupidly fast and small
Falcon Tiki. The Tiki might have managed to spank the Dream Machine 2012 in the
tests that don't stress cores, but multitasking is another story. The Tiki was
about 12 percent faster in ProShow Producer 5.0, thanks to its clock advantage
and newer Ivy Bridge cores, but when ProShow is run with another task, you
better go for a walk or do the laundry. The Dream Machine 2012 completed ProShow
in 36 percent less time than the Tiki during multitasking, and it encoded at a
54 percent faster frame rate, too.
If you think these are silly, constructed
tests that don't reflect real-world usage, think back to the days when your
single core wasn't enough, and then your dual-core wasn't enough. Face it,
Skippy, we're not living in the days when a heavy task was using Netscape and
encoding an MP3 at 128Kb/s. Today, your quad might be good enough, but believe
us, in the future, even a hexa-core machine will start to feel pokey.