this post was submitted on 25 Oct 2025
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That's quite interesting. I kinda like how power efficient X3D was because it was clock limited, but still.
IIRC, the issue with 'double' X3D before was the infinity fabric couldn't handle the cross-talk between the CCDs accessing each other's L3 cache.
Also curious to know how both CCDs having extra cache is gonna affect the usual core parking routine for gaming
Yeah. Ouside of games that can use so many threads, you're still better off with 1 CCD, I'd wager, but maybe there's a niche where there isn't so much interdependency, and spreading the threads out is better.