Switching to Intel Arc - Conclusion!
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Check out Thorum using the link below and get 20% off by using the code LTT at checkout: thorum.com OK, we tried it. It had its ups and downs but you know what... we're excited for Arc again... for some reason. Discuss on the forum: linustechtips.com Buy an Intel Arc A770: geni.us Purchases made through some store links may provide some compensation to Linus Media Group. ► GET MERCH: lttstore.com ► COME TO LTX 2023: lmg.gg ► GET EXCLUSIVE CONTENT ON FLOATPLANE: lmg.gg ► AFFILIATES, SPONSORS & REFERRALS: lmg.gg ► OUR WAN PODCAST GEAR: lmg.gg FOLLOW US --------------------------------------------------- Twitter: twitter.com Facebook: @LinusTech Instagram: @linustech TikTok: @linustech Twitch: twitch.tv MUSIC CREDIT --------------------------------------------------- Intro: Laszlo - Supernova Video Link: youtube.com iTunes Download Link: itunes.apple.com Artist Link: soundcloud.com Outro: Approaching Nirvana - Sugar High Video Link: youtube.com Listen on Spotify: spoti.fi Artist Link: youtube.com Intro animation by MBarek Abdelwassaa @mbarek_abdel Monitor And Keyboard by vadimmihalkevich / CC BY 4.0 geni.us Mechanical RGB Keyboard by BigBrotherECE / CC BY 4.0 geni.us Mouse Gamer free Model By Oscar Creativo / CC BY 4.0 geni.us CHAPTERS --------------------------------------------------- 0:00 Intro 1:57 Issues 4:43 Cable Compatibility 6:00 Black Levels 7:05 Software 8:25 Driver Updates 9:55 Gaming 13:00 Conclusion 15:00 Outro
The video begins with a candid setup in which Linus and Luke describe their 30 day experience with Intel Arc GPUs in their main gaming rigs. They acknowledge a mix of frustration and eventual adjustment as they faced software bugs, driver quirks, and occasional instability. The opening segment sets a skeptical but open-minded tone, emphasizing that the aim is to evaluate Arc realistically rather than to push a narrative. They admit that some failures were linked to specific applications and games rather than the Arc hardware itself, with Star Citizen and Halo: Infinite cited as examples of inconsistent performance. By acknowledging ongoing issues, they establish a baseline of honesty that frames the rest of the discussion. As the segment concludes, they emphasize that Arc’s potential is real but contingent on continued software refinement and driver improvements. Midway through, the discussion shifts to hardware and cable compatibility, black levels, and VR performance. The pair recounts multiple hardware interactions, including problematic display outputs when using certain cables and the challenges of VR on early Arc alpha drivers. They describe how VR experiences could be workable for stationary experiences like Beat Saber, but movement-intensive titles caused nausea and instability. They also note that black level behavior and OLED display fidelity varied with SDR versus HDR modes, suggesting a nuanced picture of Arc’s video pipeline. The narrative makes clear that some problems have reproducible patterns while others appear sporadic or configuration-dependent. Overall, this section emphasizes the iterative nature of software and firmware gaps that impact real-world usability beyond benchmark figures. As the video progresses toward conclusions, they pivot to software and driver ecosystems surrounding Arc. They critique Arc Control Center as clunky, with unreliable automatic updates and a confusing overlay experience, while noting improvements such as a shift toward a consolidated, single-pane software future. They explain the DXVK integration as a turning point that has enabled better performance in some titles by translating DirectX to Vulkan, a strategy that has yielded notable gains in certain games. The hosts highlight that these software advances do not erase all issues, but they demonstrate meaningful progress when fast fixes and driver updates are deployed in response to feedback. The segment closes with tempered optimism: Arc performance can be surprisingly strong in suitable titles, though stability and software polish remain ongoing battles. They suggest that Intel’s responsiveness to the community is a key driver of future improvements. In the final stretch, the hosts summarize key takeaways and look ahead to Arc’s trajectory. They stress that consumer experience during this generation is a balancing act between raw hardware capability and mature software, with some titles performing exceptionally well and others lagging behind due to architectural or driver limitations. The video ends on a pragmatic note: Arc is not yet the default for all workloads, but the improvements seen mid-cycle are encouraging for subsequent generations. They also take time to plug their sponsor and related content for fans who appreciate the transparency and ongoing testing. The overall tone remains constructive, acknowledging flaws while highlighting concrete reasons for optimism about Arc’s evolving software stack and driver ecosystem.
Topics · technology · hardware · gaming · software · gpu · vr · display
Questions answered
- What VR issues did Arc have during the test, and did they improve over time?
- VR initially faced significant issues with alpha drivers, making most demanding VR experiences impractical. A closed alpha driver helped enough for some stationary experiences, but movement-heavy titles remained problematic, and nausea could occur after short play sessions.
- What is the expected direction for Arc software going forward?
- Intel indicated that Arc software is moving toward a single consolidated app instead of multiple overlapping tools, and they are addressing feedback to improve driver updates and overall usability.
- How did Arc perform in games like CS:GO and Halo: Infinite, and what helps explain the variability?
- Performance in CS:GO and Halo: Infinite was mixed, with some runs showing strong results and others experiencing stutters or visual issues. The variability is explained by architectural choices, driver maturity, and the reliance on translation layers like DXVK for certain titles.