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Topic: PC hardware

Every article about PC hardware on the COLONIZED blog, newest first.

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Technology

AMD 3D V-Cache Explained: Why It Speeds Up CPU-Limited Games

A much larger L3 cache, stacked on the processor, avoids trips to RAM and speeds up data-heavy games. How it works, who benefits, how a 9800X3D differs from a 9950X3D and how to make sure the game uses the right cores.

4 min read

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Genre guides

The Best CPU for MMOs and Survival Games: How to Choose in 2026

For large-world MMOs and survival games, per-core speed and cache matter more than core count. The criteria, a reasoned comparison of the Ryzen 9 9950X3D, the Ryzen 7 9800X3D and mid-range and budget options, and the usual buying mistakes.

5 min read

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Genre guidesPillar guide

The Best PC for MMOs and Survival Games in 2026 and 2027: Three Builds

For persistent-world MMOs and survival games, spend on the CPU and memory first, and on the GPU second. Three reasoned builds (high-end, mid-range and budget) with the logic behind each part, where not to waste money and how to split a budget.

5 min read

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Genre guides

How to Measure Your PC's Gaming Performance: A Practical Guide

Measuring well is what separates knowing from guessing. Which free tools to use, which numbers to watch (frame time, 1 % lows, per-thread usage, temperature), a repeatable test protocol for online games and how to read the graphs.

5 min read

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Genre guides

V-Sync, G-Sync, FreeSync and Frame Limits: What to Turn On and Why

The display refreshes at one pace and the graphics card produces at another: that is where tearing and stutter come from. How vertical sync and variable sync (G-Sync, FreeSync) solve it, why a frame limit helps and which setup to start from.

5 min read

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Genre guides

What Is a Bottleneck in a Gaming PC, and How to Spot One

A bottleneck is the part that sets the pace for the whole PC. This guide explains how one forms, why there is always one, which symptoms point to the CPU, GPU, memory, disk or network, and when fixing it is not worth the money.

6 min read

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Technology

MegaLights in Unreal Engine 5.8: how hundreds of shadowed lights work

MegaLights became production-ready in Unreal Engine 5.8. What it actually does, why its cost barely grows with the number of lights, what hardware it expects, what it cannot light yet, how it differs from Lumen, and why the COLONIZED development build does not use it.

5 min read

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Technology

DLSS, DLAA, frame generation and Reflex explained (2026)

NVIDIA's RTX technologies without the marketing: what each part of DLSS does, which GeForce cards support it in 2026, why generated frames do not respond to your input and how Reflex fits in. Plus how COLONIZED's development build uses them.

4 min read

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Technology

Nanite and Lumen explained: how Unreal Engine 5 draws a world

Nanite and Lumen without the marketing: how virtualised geometry and dynamic global illumination work, what Virtual Shadow Maps, MegaLights and TSR add, the budgets and limits Epic documents, and two lessons from using them on a whole planet.

6 min read

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