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Super Tour 3

Windows - 2002

Description of Super Tour 3

Possibly the best (and maybe only) cycling management simulation ever made, Super Tour 3 is a very comprehensive and feature-rich freeware sport simulation for Windows 95 and above.

Coded entirely by one designer, the game is the latest release in the Super Tour series that dates back to 1996. You control either one rider in an individual time trial (ITT) competition, or the whole team in a team time trial (TTT) competition. Up to 22 teams with nine riders each can compete in three of the world’s most prestigious tournaments: Vuelta a Espana, Giro d'Italia, and Tour de France. If you prefer, you can also create your own personalized teams and seasons, complete with transfer market and qualification rounds.

Your goal in the races is, of course, to be the first rider (or team) to reach the finish line. But in contrast to a typical cycling game like Motocross where you need only good reflexes to win, Super Tours 3 is a true sport management sim that requires good strategies that best suit the situation. As in real cycling races, you can gain points for reaching certain mountain passes, as well as for regularity. Since time trial stages of ITT are scored differently from TTT, the orders you can give your riders are also different. Typical orders range from attack (i.e. break away from the team at increasing speed), fall behind, pursue a specific rider, carry another team member (i.e. ride in front of them), or lead the group in an attempt to change the team’s rhythm. The riders also have an A.I. that will sometimes disobey your orders for a variety of reasons: either being exhausted, or the order making no sense.

As in in real life, striking a balance between speed and energy is key to success. Thanks to the game’s handy interface, it is easy to monitor your riders’ status: a horizontal bar shows the energy level, a heart icon shows the pulse, a test tube the hydration. If you don’t plan your strategy well, the rider will be so exhausted he will retire from the race completely.

The game looks pleasant in SVGA resolution, with good details of the different teams and background scenery – which is all the more amazing considering this is all coded by one man, and is a freeware game. The computer opponents are quite competitive and challenging, requiring you to be on your toes at all times. The strategy component of the game is considerable, because each new stage requires a different strategy from the last, due to different route, terrain, wind, etc.

Overall, Super Tour 3 packs enough gameplay value to entertain any cycling fan for a long time. It's good enough to qualify as a commercial game, so it’s a big bonus that the designer released it free of charge. Two thumbs up, way up.

Review By Underdogs

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Super Tour 3 screenshot #1

Possibly the best (and maybe only) cycling management simulation ever made, Super Tour 3 is a very comprehensive and feature-rich freeware sport simulation for Windows. Coded entirely by one designer, the game is the latest release in the Super Tour series that dates back to 1996. The game lets you control either one rider in an individual time trial (ITT) competition, or the whole team in a team time trial (TTT) competition. You can compete in any of the 4 general winning criteria in cycling: by times, mountains, regularity, and teams. Up to 22 teams with 9 riders each can compete in three of the world's most prestigious cycling tournament: Vuelta a Espana, Giro d'Italia, and Tour de France. If you prefer, you can also create your own personalized teams and seasons, complete with transfer market and qualification rounds.

Your goal in the race is, of course, to be the first rider (or team) to reach the finish line. But in contrast to a typical cycling game like Motocross where you need only good reflexes to win, Super Tours 3 is a true sport management sim that requires good strategies that best suit the situation. As in real cycling races, you must gain points for reaching certain mountain passes, as well as points for regularity. Since time trials stages of ITT are scored differently from TTT, the orders you can give your riders are also different. Typical orders range from attack (i.e. break away from the team at increasing speed), fall behind, pursue a specific rider, carry another team member (i.e. change speed to match that of a selected rider, so that the 'carried' rider can spend less effort on the race), or lead the group in an attempt to change the team's rhythm. The cyclists automatically decide whether to go alone or in a group until you change his order. He will also sometimes disobey your order for a variety of reasons: either he's exhausted, or your order makes no sense (if you tell him to pursue a rider who has abandoned the race, for instance). Orders given in the zone prior to the start line won't execute immediately, but the riders will memorize them to execute when the race starts.

As in long-distance cycling in real life, striking a balance between speed and energy is key to success. Thanks to the game's good interface, it is easy to monitor your riders' status: a horizontal bar shows energy level, a heart shows rhythm, a test tube shows water (i.e. thirst) level. The amount of effort each rider spends to carry out your order depends on a number of factors: speed, wind, terrain, and the order itself ("lead group" order takes much more effort than "fall behind" for example). Each rider starts with 2 water bottles, and will take a sip automatically as he needs it. If you don't plan your strategy well, however, the rider will be so exhausted he will retire from the race completely.

The game looks pleasant in SVGA resolution, with good details of the different teams and background scenery - which is all the more amazing considering this is all coded by one man, and is a freeware game. The computer opponents are quite competitive and challenging, requiring you to be on your toes at all times. The strategy component of the game is considerable, because each new stage requires a different strategy from the last, due to different route, terrain, wind, etc.

Overall, Super Tour 3 packs enough gameplay value to entertain any cycling fan for a long time. The game is good enough to qualify as a commercial game, so it's a big bonus that the designer released it free of charge.

Can't say that there are many people that have tried to develop a game within the exciting (at least I think it is) cycling sport. I have only heard of Cycling Manager 1 and 2 which have both been published in the beginning of 2001 and 2002. But Super Tour was one of the first games in this genre though. I really wish more developers would take up the challenge.

Super Tour 3 is actually based on several other cycling games developed by the same guy as well. Starting from a Dos based game it ends up with a Windows based game with many improvements compared from the first game in this series of you can call it that. You start the game by selecting a team and then whether you want to play a full season or just race a single cycling race. After that you can manage your team including transfer of your riders. During each race you can give orders to each single rider and view the entire race. Sometimes it is a bit boring just watching all the riders next to each other but at the end of a stage the game is quite exciting.

The graphics are somewhat good with excellent camera angles that can easily be changed. Not much sound is included but it isn't needed either since the actual management of the riders is the most important. Super Tour 3 is one of the best games in this genre. Although it doesn't say much since very few games have been published in this genre it would still be true even if there were more of these games available. If you are lucky you can also find updated game data like rider names etc.

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Retro Cycling Videogame Review: Super Tour 3 (PC)

This article was published in October 2006, as entry number four on our Top Five Best Ever Videogames About Cycling series. Super Tour 3 was an excellent game built with love for the sport, and packed a huge number of options.

#4 – Super Tour 3

Super Tour 3 has two qualities that, combined, separate it from every other cycling game available: it’s free; and it’s actually worth playing. Not only that, it’s coded by a bedroom programmer rather than a big evil company, which is the main reason we’re being so uncharacteristically nice about it. We’ll stop now.

This game has plenty of menus. More than we’re comfortable with, frankly, but they WILL let you mess around with all sorts of things. You can edit the fake team and rider names and statistics to make it, like, totally realistic. However, we much prefer the default format of having teams named after famous climbs, and riders with peculiarly false first names (we’re looking at you, Frank Merckx, Cliff Armstrong and Barry Coppi). Usefully, you can also edit the length of a kilometer, meaning you can do 250km stages without having to endure it in real time. Of course, if you’re a sadist, leaving it full length and playing long races could be quite exciting, although the prospect of spending seven hours of our life playing a single stage on a videogame seems a bit daunting to us.

Excitingly, there’s a two player mode. The caveats determining whether or not it’ll ever get used are so numerous and daunting that we won’t even begin to list them, but one in a hundred of us should have a friend who fits the bill (and, let’s face it, you’re reading this on the internet, so you probably fit the geeky requirements best of all). Of all the things that might deter you from playing this game in multiplayer mode, the biggest factor is that it uses a turn-based control setup. Yep, you read right –a TURN-BASED control method in two player. It means what it says: that you take it in turns to control your rider(s), whilst the action continues. It also means that your rider misses every split in the peloton that doesn’t occur during your turn, and that whichever player attacks first gets an ungodly lead. And you best hope that you’re the player in charge when it comes down to the final sprint. So, errr, the two player mode is quite likely to cause major arguments rather than a cozy male bonding session.

Like  Pro Cycling , Super Tour 3 contains both a management and an individual rider mode. Unlike  Pro Cycling , either one is sort of worth your time. Management mode works pretty much like individual rider mode, but you have to tell everyone what to do. Our brains aren’t really supple enough for such things, but it seems to work alright.

Both modes are greatly aided by a split screen option. You can easily set up up to four split screens to show you various things — handy to keep an eye on the peloton when you’re on the attack, or a breakaway who’ve gone up the road. It also serves the purpose of confusing things tenfold, especially at tense moments. Fact: trying to watch four different screens and manage an entire team just isn’t possible if you only possess a mere two eyes.

There are also three whole camera angles to view the race from, each one cleverly flawed. The default places you directly behind your rider, perfectly positioned to see his low resolution buttocks wiggling awkwardly in the centre of your screen. If you hadn’t noticed before we said that, we can guarantee that you won’t be able to avoid looking at his lycra-clad buns the next time you play (sorry). The other two viewpoints elevate the camera, theoretically allowing you to see more of the race. It sort of works, and definitely allows you to see how many damn riders you’ll get irritatingly stuck behind when you try to move up through the peloton, but it just looks weird. Because the riders are made of 2D sprites and the course is 3D (getting nerdy here, bear with us), the change of angle only affects the background, not the riders. Which means that from above the riders appear to be riding into the ground, or at least riding incredible low profile bikes (ones so extreme that they must look something like reverse penny farthings, no less).

Conclusion Download it and blow a few hours. It beats playing solitaire, which you know you’ll do instead of doing whatever it is you’re supposed to be doing.

super tour 3

4 bodies found inside the Bayesian, Mike Lynch family yacht, amid search

Four bodies were recovered inside the Bayesian superyacht on Wednesday, more than two days after it sank off the coast of Italy , setting off an exhaustive search for six missing people, including British tech entrepreneur Mike Lynch .

Two of the bodies discovered earlier on Wednesday were brought to shore. One body recovered was a heavily built man, Reuters reported.

Six of the ship's 22 passengers, including Lynch and his 18-year-old daughter, went missing after the yacht plunged under the water just before 5 a.m. on Monday as a storm swept across the area. Americans are among the missing, officials have said.

The U.K.-registered yacht belonged to Lynch's wife, Angela Bacares, who was also on board and was rescued. The tech tycoon was recently acquitted on fraud charges after a year under house arrest.

Ricardo Thomas, the ship's cook, was found dead on Monday, according to the coast guard.

The rescue mission saw a diving team, helicopters and multiple coast guard ships deployed to search the water. Fifteen people were pulled from the water on Monday, and eight were hospitalized in stable condition.

A 'black swan event'? Experts puzzle over why Bayesian yacht sank

An investigation opened by local prosecutors into the cause of the disaster is ongoing. Experts have pointed to a water spout, a tornado over the water that can travel up to 120 mph, that formed during the storm, as well as the heavy weight of ship's mast, one of the largest in the world.

The 184-feet-long ship was made by Italian ship manufacturer Perini in 2008.

Lynch set off on the cruise late last month to celebrate his acquittal on fraud charges in the U.S. that marked a decade of legal challenges, the Associated Press reported .

One of his lawyers and a character witness for Lynch during the trial were also on board and vanished when the boat went down. Authorities have not yet disclosed the identities of the four people found.

Here are the passengers who were declared missing.

Mike Lynch and Hannah Lynch

Mike Lynch, 59, is co-founder of Britain’s largest enterprise software, Autonomy, which was sold to Hewlett-Packard in 2011, and founder of venture capital fund Invoke Capital. 

Sometimes known as “Britain’s Bill Gates,” Lynch was slapped with charges after HP said it had uncovered deceit and a major accounting scandal within the firm. He spent a year on house arrest after being extradited from the UK.

In early June, at the end of a 12-week trial, a San Francisco jury acquitted Lynch of wire fraud and conspiracy to commit wire fraud. He was also cleared on a charge of securities fraud later that month.

Lynch and Bacares have two daughters and six dogs, all named after engineering parts, according to the U.K.’s Sunday Times in a profile of Lynch from last month.

Lynch’s 18-year-old daughter, Hannah, was also among the missing. She was preparing to study English literature at Oxford University, according to the Sunday Times. 

Hannah is the younger of Mike Lynch’s two daughters, the Times reported . Mike Lynch told the outlet that his daughters had grown up with their father being publicly accused of fraud. 

Jonathan Bloomer and Judy Bloomer

Jonathan Bloomer is the non-executive chairman of both Morgan Stanley International and the insurer Hiscox, among other companies. Bloomer acted as a character witness on Lynch’s behalf during his fraud trial. 

Hiscox Chief Executive Aki Hussain told Reuters in a statement that the firm was deeply shocked and saddened and their thoughts were with all those affected. 

Bloomer’s twin brother, Jeremy, told BBC that he is processing the news and the family is waiting to hear updates.

“He was my elder by half an hour, so, it means a lot when you lose a twin brother,” Jeremy Bloomer told BBC. “We’ll still wait and see, so it’s fingers crossed.”

Jonathan Bloomer’s wife, Judy, is a psychotherapist of nearly three decades and former teacher. She specializes in anxiety and stress. She studied English language and literature at Homerton College in Cambridge.

Christopher Morvillo and Neda Morvillo

A lawyer with Clifford Chance, Chris Morvillo was among the team that represented Mike Lynch during his trial. Morvillo is an American citizen. 

He was an assistant U.S. attorney for the Southern District of New York from 1999 to 2005, and he worked on the criminal investigation stemming from the 9/11 terrorist attacks. 

Morvillo was a graduate of Fordham University School of Law and Villanova University. 

Neda Morvillo, his wife, owns a hand-crafted jewelry company under her maiden name, Neda Nassiri. The company’s website said she has been designing and making jewelry for over 20 years.

In a post on LinkedIn after the conclusion of Lynch’s trial, Chris Morvillo acknowledged his family for their support during the case. 

“And, finally, a huge thank you to my patient and incredible wife, Neda Morvillo, and my two strong, brilliant, and beautiful daughters, Sabrina Morvillo and Sophia Morvillo.  None of this would have been possible without your love and support. I am so glad to be home. 

And they all lived happily ever after…."

Contributing: Reuters

Super Tour 3

super tour 3

Feature rich cycling management game

Germans are well known for their love of simulation games, but not even they have spared too many man hours developing cycling sims. However, if that is the kind of game you crave, you are in luck; Super Tour 3 is a feature rich cycling manager game. It takes you on a managerial journey and simulation that will see you managing a single rider, a team of riders from across the globe. France, Italian, Spanish, you name it, if the country is known for their cycling teams, it is bound to be in the game. The levels at which you get to decide the outcome of a tour are diverse: you get to be involved in close range tactical and strategic makeup for each individual portion of the tour, you get to chose which riders will be in your team, by purchasing, selling, scouting, etc. Depending on your team, you can be staked to win a loop or to be amongst the runners up. With good graphics and a nice 3D engine, along with a good host of managerial screens to choose your options, Super Tour 3 is a good game, in a genre that is very unpopular it seems. So if you always wanted to get involved in the background activities that lead to success in biking, Super Tour 3 is the game to do it in.

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Black Myth Wukong PC benchmarks: A tour de force for Nvidia's ray tracing hardware [Updated]

AMD and Intel GPUs will want to stick to rasterization rather than full ray tracing.

Black Myth Wukong screenshots

  • Introduction
  • Medium GPU performance
  • Cinematic GPU performance
  • Full RT performance
  • What about frame generation?
  • Settings and image quality
  • Closing thoughts

Black Myth Wukong, a feast for the eyes

Black Myth Wukong launched on August 20, 2024 for PC and console gamers, but if you want to see everything the game has to offer — graphically speaking — you'll want to play it on an Nvidia GPU. The game supports full ray tracing, often referred to as "path tracing" in Nvidia parlance, and as expected it's quite brutal in terms of GPU demands. But you don't need to have an RTX GPU or path tracing to enjoy the game, as even in pure rasterization mode it's quite beautiful. Our cohorts over at PCGamer scored it an 87 , if you're wondering whether the game is any good or not. We're more interested in seeing how it runs on some of the best graphics cards , and we've tested most of the latest generation Nvidia, AMD, and Intel GPUs to see how they stack up. There's also a standalone Black Myth benchmarking tool , which uses the same built-in benchmark as the main game, so that's helpful if you want to check performance. [ Update: We've added three RTX 30-series and three RX 6000-series GPUs to the charts. The text has not been updated to reflect the older GPUs' performance, but in general the older cards are slower compared to the current models. That's 23 GPUs in total tested now, which seems like a good stopping point. Sound off in the comments if you'd like to see anything we've skipped.]

Intel Core i9-13900K MSI MEG Z790 Ace DDR5 G.Skill Trident Z5 2x16GB DDR5-6600 CL34 Sabrent Rocket 4 Plus-G 4TB be quiet! 1500W Dark Power Pro 12 Cooler Master PL360 Flux Windows 11 Pro 64-bit

GRAPHICS CARDS Nvidia RTX 4090 Nvidia RTX 4080 Super Nvidia RTX 4070 Ti Super Nvidia RTX 4070 Super Nvidia RTX 4070 Nvidia RTX 4060 Ti 16GB Nvidia RTX 4060 Ti Nvidia RTX 4060 AMD RX 7900 XTX AMD RX 7900 XT AMD RX 7900 GRE AMD RX 7800 XT AMD RX 7700 XT AMD RX 7600 XT AMD RX 7600 Intel Arc A770 16GB Intel Arc A750

We're glad to see a full complement of supported technologies from the game, with DLSS 3.7.1 upscaling and frame generation alongside FSR 3.1 upscaling and frame generation, plus XeSS 1.3 upscaling for good measure. There still appear to be some rendering issues with FSR, however, as we noticed far more ghosting and artifacts than with DLSS. We've opted to test with 67% scaling in all cases, as we feel most gamers will be better served by the higher performance that offers compared to native resolution, even if there's the occasional loss in image fidelity. For this initial look at how Black Myth Wukong runs on PC, we’ve used our standard GPU test PC, which consists of an Intel Core i9-13900K Raptor Lake CPU, 32GB of DDR5-6400 memory, and a 4TB Crucial T700 PCIe 5.0 SSD for storage. Then we’ve tested most of the current generation AMD, Nvidia, and Intel graphics cards, using the latest drivers from the respective companies. We have preview Nvidia 560.87 drivers — it's an Nvidia-promoted game, if that wasn't clear — which have the same game optimizations as the public 560.94 drivers . We're also using AMD 24.7.1 and Intel 5971 drivers, though AMD's drivers are not "game ready" for Black Myth Wukong. We aren't testing every current gen GPU, choosing instead to skip the Nvidia RTX 4080 and RTX 4070 Ti, replacing them with their newer Super variants. Testing is also ongoing, as it takes quite a while to get through all the settings we want to look at for each card, so we'll be adding some of the missing data over the coming day or two, and we may add some previous generation GPUs as a reference point as well. We're testing with the medium preset at 1080p, again with 67% scaling manually dialed in — the game always seems to drop that one point to 66% scaling after you exit the menu (and will drop from 66% to 65% if you start there, FYI). We also test with the 'cinematic' preset at 1080p, 1440p, and 4K, again with 67% scaling manually dialed in. Nearly all of the testing has been done without frame generation, simply because we find that feature to be more of a marketing item than something that truly improves the overall gaming experience, though we do have one chart where we enabled framegen just to show how the game runs in that mode. Our baseline testing runs in pure rasterization mode (i.e. using Unreal Engine's Lumen), for what will become obvious reasons. Then we use the same settings as before, except with the "Full Ray Tracing" turned on, using the low RT preset combined with medium quality and then the very high RT settings with the cinematic preset at 1080p, 1440p, and 4K. We also test with maxed out 1080p settings with frame generation enabled as one final data point, to see how that affects "performance" — or at least the number of generated frames delivered to your monitor. We'll have screenshots and a discussion of image fidelity at the various settings later, but it's easy to dismiss the full RT option at first. It's a bit of a wash in terms of what it does to the visuals at the low and medium settings, while the very high option kills performance — particularly on non-Nvidia GPUs. It does improve the visuals of the game, adding a lot of details, but it's very much a feature designed for those with at least an RTX 4070 or faster GPU.

Black Myth Wukong Medium GPU performance

But let's start with the rasterization performance. Each setting gets run at least twice, using the higher result; the first test (i.e. after launching the game) gets run three times and we discard the first result. The built-in benchmark lasts about 145 seconds, if you're wondering, so that's a lot of time required to test up to nine different settings on each GPU. We start with the medium preset, which offers a good blend of visual fidelity and performance. Unreal Engine's Lumen and Nanite technologies are put to good use, though classifying Lumen as "software ray tracing" is a bit of a stretch — it's more accurate to call it "shader-based rendering with some calculations that approximate ray tracing," which is basically what "rasterization" means in my bood. There are elements of the tech that may qualify as RT-lite, but reflections are one example where it's using traditional screen space reflections. We'll have more to say about that in the image quality discussion. One other item to mention is that the game uses upscaling by default at all settings. It uses a slider with a range of 25 to 100 — that's 16X upscaling to native, if you're wondering. It will set the scale to 66% at 1080p, 50% at 1440p, and 44% at 4K (and 80% at 1600x900 if you're wondering — only 720p defaults to 100% scaling). If you're used to the standard Quality, Balanced, and Performance upscaling modes, the values used by Black Myth Wukong are more aggressive in general. Quality mode normally means ~2X upscaling, or ~71% of the target resolution; Balanced mode uses ~3X upscaling, or ~58% scaling; and Performance mode uses ~4X upscaling, or 50% of the target resolution. (DLSS, FSR, and XeSS can use slightly different values as well, depending on the game and version, but we're trying not to get too bogged down in the nitty gritty details.) For our purposes, we don't want to rely on different scaling values, so we set a static 67% scaling for all of our testing. That means we're rendering at 1280x720 for 1080p output, 1707x960 for 1440p output, and 2560x1440 for 4K output. If we used the game's defaults, the render resolutions would be 1280x720, 1280x720, and 1707x960 for those same respective outputs — which would mean the 1080p and 1440p results would be quite similar, other than differences in upscaling overhead. Running the game at maximum settings at native rendering is a good way to further reduce performance, if you like lower fps for whatever reason.

Black Myth: Wukong GPU performance

Our first look at performance seems quite good overall. Nearly everything we tested easily breaks 60 fps. Sure, older generation GPUs are more likely to struggle, and we'll try to test some of those in the near future, but you only need a budget $200 graphics card to have a good experience in Black Myth Wukong. The AMD vs Nvidia results are also pretty reasonable. We're used to seeing the 4080 Super just ahead of the 7900 XTX, for example, and the 7900 XT usually ends up pretty close to the 4070 Ti Super. Some of the lower tier AMD cards don't match up as well, though. If you look at our GPU benchmarks hierarchy, focusing on the rasterization performance, the 7700 XT beats the 4060 Ti by 16%; here, it's only 4% faster. The 7800 XT likewise beats the vanilla RTX 4070 by 6%, but here it's 1% slower. It's not too surprising, perhaps, as Black Myth Wukong has been heavily promoted by Nvidia. Even though Unreal Engine 5 on its own should be somewhat GPU agnostic, developers need to tune it for their particular game, and that can lead to vendor specific optimizations. What about Intel Arc? Well, despite having game ready drivers, it's really part of an older generation of hardware — it was designed to compete with the RTX 3060, and mostly does so in games where drivers don't hold it back. It's also a lot like Nvidia GPUs in that it often performs worse than AMD 'equivalents' in rasterization games, but comes out ahead with ray tracing. The A770 16GB and A750 end up as the two slowest GPUs that we've tested so far, with the A770 just barely edging past 60 fps while the A750 only manages 52 fps. The A770 also has 14% more raw compute than the A750, plus more memory, so performing 20% better than the A750 isn't totally out of the ordinary — just a bit wider of a gap than we normally see. Minimums are also lower on the Intel GPUs, and the numbers further driver optimizations could be beneficial. These aren't unexpected results, though, as the A770 and A750 also rank below the RX 7600 in our GPU hierarchy.

Black Myth Wukong Cinematic GPU performance

Before we get to the results of the 'cinematic' preset, let's be clear: We're not trying to show the best mix of settings for the various GPUs. Our purpose is to show how the GPUs stack up, in terms of performance potential, and so we like to punish the GPUs with maxed out settings. If you're looking to just play Black Myth Wukong, the high preset tends to run about 50~60 percent faster than the cinematic preset and is what we recommend for most users in this particular game. We'll discuss the various presets and image fidelity later, but there are very much diminishing returns when going beyond the high preset.

Black Myth: Wukong GPU performance

There's a pretty massive hit to performance when using the cinematic preset, and you can see why the game defaults to turning on upscaling. All of the GPUs we tested see their performance cut in half, or more, relative to the medium preset. Nearly everything is still technically playable, but you'll need at least an RTX 4070 Super to get above 60 fps at these settings. The same patterns as before hold here as well. The AMD and Nvidia matchups generally look close at the top, but as you go down the performance ladder the RTX GPUs punch slightly above their normal weight class. The 4060 Ti might cost as much as a 7700 XT, but for rasterization performance AMD usually comes out with a clear lead. Intel's Arc GPUs again take up position at the bottom of the chart. The A770 is only about 10% slower than the RX 7600, which isn't too far off what we normally see for rasterization games, but it's also falling just shy of 30 fps, with minimums dipping into the upper teens. We've also seen other games where the 8GB A750 struggles, even when other 8GB GPUs don't, and at least so far that doesn't seem to be a major issue with Black Myth Wukong. The A770 comes out 17% ahead of the A750, which is pretty much right in line with the difference in compute teraflops. We didn't run the high preset on every GPU, due to time constraints, but as you'll see in our image quality analysis, that tends to be the sweet spot in terms of balancing image fidelity and performance. As mentioned above, it runs about 50~60 percent faster than the cinematic preset, and in general it looks nearly as good. The minor differences in shadows and foliage aren't enough to warrant the performance hit in our opinion.

Black Myth: Wukong GPU performance

Moving up to 1440p with the cinematic preset, performance doesn't drop too much compared to 1080p. That's perhaps partly because we have 67% scaling enabled, but the GPUs we tested are all around 12~17 percent slower than at the lower resolution. That's enough to drop a few cards below acceptable rates — the RTX 4060 and below are all pretty marginal at these settings — but tweaks to the settings should allow these cards to handle 1440p at lower settings. Obviously, there are plenty of GPUs that are slower than the ones we've tested, and older cards aren't going to like 1440p. The standings of the individual GPUs haven't shifted at all compared to 1080p medium. That's an interesting result, as usually there are at least a few shifts. Also notice that the RTX 4060 Ti 16GB and 8GB, along with the RX 7600 XT and vanilla 7600, offer basically identical performance. Clearly we're not exceeding 8GB of VRAM four our testing.

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Black Myth: Wukong GPU performance

4K cinematic once again results in nearly identical standings, with the Arc A770 being the only position change. There's a less than normal drop in performance as well (compared to other games) when looking at these 4K results compared to 1440p. That's at least partly because of upscaling, as otherwise native 4K rendering often bumps up VRAM requirements... but we've seen plenty of other games exceed 8GB of VRAM use, so it's a bit of a breath of fresh air to see the RX 7600, RTX 4060, and RTX 4060 Ti all managing to keep pace. Those GPUs we just named aren't playable at 4K, mind you, but they're slow because of the demands of the game engine, not because they're thrashing on VRAM allocation. If you want at least borderline playable, you'll need the RX 7800 XT or RTX 4070 as a minimum for 4K (yes, with upscaling). Curiously, and this is something we've seen in other games, the Arc A750 does fall off the pace here, even while other 8GB cards do fine. It's not a big deal, because even though 19 fps is much higher than 11 fps, neither Arc GPU can really deal with 4K in Black Myth Wukong. As we'll see on the next tests with full RT, Intel's drivers do appear to need more tuning for this game. What about hitting 60 fps at 4K, though? The only GPU to manage that is the mighty RTX 4090. It will probably be joined by at least the RTX 5080 and 5090 when those Nvidia Blackwell GPUs arrive, and maybe by an RDNA 4 GPU or two as well, but those are seemingly months away at best. As said above, the high preset should improve performance by around 50~60 percent, perhaps more in some cases. That would make 4K viable for 4060 Ti and above, and maybe even the 4060 and RX 7600 in a pinch.

Black Myth Wukong full ray tracing performance

If the results from the cinematic testing seemed at times pretty poor, just wait until you see what happens with full RT enabled. Again, check our image fidelity commentary below, where we have screenshots and a deeper discussion of how the game looks. Here, we're just looking at the performance. We tested using the medium preset with full RT set to low as our "easy RT" option, and then we used the cinematic preset with full RT on very high for maximum image quality — and maximum punishment of your poor graphics card. If you've seen performance results from other full RT implementations like Cyberpunk 2077's RT Overdrive and Alan Wake 2 , you probably already know what to expect.

Black Myth: Wukong GPU performance

This is where we get to a tale of two GPU types: Nvidia and everything else. For the RTX 40-series GPUs, our medium RT testing runs okay. Everything from the RTX 4060 and up breaks 60 fps — and again, that's without using DLSS 3 frame generation. The game is definitely playable at these settings for team green's latest GPUs, though we'll have to see about adding some RTX 30-series results if we can find the time. The other side of the coin is the AMD results, which start just below the 4060 if you have the ~$900 RX 7900 XTX and only get worse from there. Considering the 7900 XTX comes pretty close to the performance of the 4080 Super in the rasterization results, seeing it drop to less than half that level of performance means most AMD users shouldn't even bother with the full RT option, other than to perhaps see what it looks like. At least the RX 7700 XT and above are technically playable; the RX 7600 and 7600 XT and below, not so much. Interestingly, VRAM capacity still doesn't seem to matter much, even with full RT. The RX 7600 XT and RX 7600 — as well as the RTX 4060 Ti 16GB and RTX 4060 Ti — basically offer the same level of performance. Unreal Engine 5 may have some faults, but Black Myth Wukong manages some amazing visuals without requiring a boatload of VRAM... ...Unless you have an Intel Arc A750 (and presumably the other 8GB Arc cards as well). Here again, the A770 16GB offers quite a bit more performance, more than just the raw compute should provide. It's 33% faster than the A750 on average fps, but more tellingly it's nearly twice as high on 1% low fps. The A750 also consistently dropped in performance after our initial test run with full RT enabled, so the drivers need some work in that regard. (We saw the same thing with 8GB Arc GPUs in the Bright Memory Infinite benchmark that finally got fixed last year, incidentally.)

Black Myth: Wukong GPU performance

If our 'medium RT' testing results looked back, the 'maximum RT' performance truly hurts. The RTX 4070 Super and above manage to average 60 fps or more, and the RTX 4060 and above are still perhaps playable with more than 30 fps. But AMD's fastest GPU right now can't even break 30 fps, and it only gets worse from here. Also, while the arc A770 16GB does respectably, nearly catching the RX 7700 XT, the A750 performance falls off a cliff. Again, drivers, and we'll just skip any further testing of the A750 in Black Myth Wukong for now. This is also why we didn't bother testing the A580, as we expect it to have similar issues. There are image quality reasons to use the full RT very high setting, as it stabilizes the foliage shadows, adds some nice reflections, improves overall scene lighting, and even has caustics on the water. You can mostly get the same image quality by using the high preset with maxed out RT, but that won't really improve performance much as many of the default rendering options get overridden by RT anyway.

Black Myth: Wukong GPU performance

1440p with maxed out settings, including RT, only gets above 60 fps on the RTX 4090. You could use higher levels of upscaling as well, but image fidelity will degrade if you go that route. But if you have Nvidia's reigning champion, it still chugs along at a comfortable 76 fps. AMD's GPUs all fall below 20 fps now, so unless you like trying to play a slideshow you'll want to stick with less demanding settings. But again, we note that VRAM capacity hasn't shown up as a limiting factor for Black Myth Wukong. We can also see this by the GPU power draw, which is basically hitting the specified limit for all the cards we tested. Normally, if you hit VRAM capacity constraints, power use will drop quite a bit due to the GPU being forced to wait for data.

Black Myth: Wukong GPU performance

And last but not least (unless you're talking about framerates), we have 4K with fully maxed out settings. The RTX 4090 averages 44 fps, and the 4080 Super just squeaks past 30 fps, with minimums dropping to the mid-20s. Everything else lands in unplayable land. We're a long way from doing full RT with all the bells and whistles on games with the graphical complexity of Black Myth Wukong, in other words. AMD's single-digit results are clearly less than ideal, and we can only wonder whether it's a lack of RT hardware performance or if the game simply doesn't have any optimizations for doing full RT on AMD hardware. Probably it's both of those things, to varying degrees. If you want to create a 4K chart that makes it look like a viable option, the solution is simple. First, use higher levels of upscaling — the game normally would use about a 5X upscaling factor at 4K. Then turn on framegen. Then you can show the RTX 4070 Ti Super hitting 66 fps like Nvidia does .

1080p maxed out settings with frame generation

Frame generation is often a highly controversial feature, and rightly so. Some people refer to the generated frames as "fake frames," and they're not really wrong. Because there's no additional sampling of user input, and with the added overhead of framegen, it often feels more like a case of two steps backward to go two steps — maybe 2.5 steps — forward. Let's give a concrete example, though, before we get to the performance chart. Suppose you have a game that's running at 50 fps, and you're hoping to improve that result via frame generation. In a best-case scenario, framegen would double your frames to monitor rate up to 100 fps, while adding a bit of latency. If that's how it usually worked, we'd be far more forgiving of the tech. The reality is that if you're running at 50 fps, turning on framegen typically has a decent amount of overhead. Instead of a simple doubling of framerates — half of which are generated — what you usually get is around 50% higher perceived fps. But a result of 75 fps using framegen means the base fps has dropped to 37.5 fps, which can definitely start to feel a bit sluggish if you're attuned to such things. The TLDR is that for frame generation to offer a decent experience, we typically want the generated framerate to be over 80 fps — meaning the user input sampling rate would still be 40 fps. There are situations where that can happen, but Black Myth Wukong with maxed out full RT settings running at 4K tends to be a bit too demanding on most GPUs, unless you have an RTX 4080 or 4090.

Black Myth: Wukong GPU performance

Disclaimers aside, we did at least want to provide some performance data with framegen. We used our maxed out settings at 1080p — so the cinematic preset with very high RT quality, plus 67% resolution scaling. Then we turned on frame generation: DLSS 3 for RTX cards and FSR 3 for AMD and Intel cards (XeSS doesn't currently have its own flavor of framegen). That gives us the above chart. There are some interesting results, like the fact that FSR3 framegen boosts the framerate much more than DLSS3 framegen. Part of may be because the AMD GPUs are tanking so hard with the full RT settings we used for testing. But the RTX 4070 as an example gets 77 fps with framegen, versus 53 fps without, so that's a 45% increase. We'd call that maybe acceptable, at best — going from a rendered 53 fps to 38.5 fps, but with framegen doubling that. The RX 7900 XTX on the other hand goes from 28 fps to 52 fps, an 85% improvement. If we were looking at that level of scaling with a generated fps result of 100, it would be excellent, but 52 fps generated means the game feels like it's running at 26 fps. And that's AMD's best result. Still, thanks to the better scaling (and we're not discussing framegen image quality, which often involves more compromise), the RX 7900 XTX and XT are finally able to at least surpass the performance of the RTX 4060. Yay? The 7900 GRE as a second example goes from 20.9 fps to 39.3 fps, for an 88% boost in framerate, but less than 40 fps with framegen enabled just isn't a great experience. We tried it, we didn't like it, and we died a lot more often in Black Myth Wukong as a result. It's not completely unplayable, but it's also not the same as a non-framegen 40 fps. The other AMD GPUs are likewise far from delivering a good experience using these settings — framegen can only do so much. Of course you can get much higher framerates, via framegen, if you're not using ray tracing — or if you just have a high-end RTX 40-series card. The 4070 Ti Super, 4080 Super, and 4090 all break into the desirable 100+ fps range in our 1080p testing, for example. It's about a 45~50 percent increase in framerate for all three, so the gains are reasonably consistent. The base rendered fps still drops, but the result is certainly acceptable in terms of being playable. The other Nvidia GPUs aren't quite as good of an experience. The 4070 Super and 4070 run okay, but the 4060 Ti and below fall below 60 fps, which means they may look like they're running okay but they feel like they're running at less than 30 fps. That's been our experience with framegen, at least.

Black Myth Wukong screenshots

Black Myth Wukong settings and image quality

You've seen the performance disparity, with Nvidia destroying the competition in full ray tracing performance but with reasonably close rasterization performance overall. How much of a difference do these settings make in practice? As usual, it's a more nuanced discussion — which you can read as "you definitely don't need full ray tracing to enjoy the game" if you prefer. Black Myth Wukong uses Unreal Engine 5, including the Nanite feature that allows for incredible levels of detail. It also uses the software-based Lumen RT for lighting and other effects, however, which definitely isn't perfect. Alternatively, you can enable the full RT option that 'fixes' some of the less desirable rendering aspects of Lumen — shimmering and blobby shadows, broken (occluded) screen space reflections, and some other aspects. Lumen doesn't leverage RT hardware in GPUs like the RTX 40-series and RX 7000-series, but it does run even on older DX11-class GPUs like the GTX 1060 and RX 580. The pros and cons of the Lumen rendering engine are starting to become reasonably well known. It looks very nice most of the time, and Black Myth Wukong is often a stunning looking game. But occasional stuttering can be a problem, and even high-end PC hardware may not be enough. While the full RT lighting does look better, for most gamers, Lumen looks "good enough" and runs much better on a wider variety of hardware than the full RT mode. Put another way, using software approximations for rendering is often preferable to more accurate RT rendering that runs significantly slower. Something else to mention again is that this is an Nvidia promoted game. While it uses Unreal Engine 5, it's not clear how much optimization was done specifically for Nvidia hardware, especially for the full ray tracing mode. Another interesting tidbit is that Black Myth Wukong doesn't support Nvidia's DLSS 3.5 Ray Reconstruction technology, which seems like a missed opportunity. As we've discussed with Cyberpunk 2077 Phantom Liberty and Alan Wake 2 , if a game is going to support a feature that practically requires an Nvidia GPU, why not include DLSS 3.5 support as well? It offers clearly superior visuals in the games that support at, often with a performance benefit as well. Perhaps it will get added in a post-launch patch to Black Myth Wukong.

To start, we have four different screenshot collections, taken from captured videos of the benchmark sequence so that we can get close to identical frames. That's not ideal, as it introduces video compression artifacts, but since enabling or disabling ray tracing requires a restart of the game, not to mention the need to swap GPUs, we felt this was at least a good starting point. We've captured the cinematic preset, running at 1080p with 67% scaling (FSR3 for AMD and DLSS3 for Nvidia), on an AMD RX 7900 XTX and an Nvidia RTX 4080 Super . The two cards offer generally similar rasterization performance, with slightly higher prices on the Nvidia card but also slightly higher performance. For each GPU, we captured screenshots with and without full ray tracing (at the maximum very high setting) enabled. As we said above, the differences can at times seem nuanced. There's clearly some benefit from the RT lighting, shadows, and reflections in some of the comparisons, but there are also clear differences between the AMD and Nvidia results. First, it's pretty obvious that DLSS provides a generally clearer image right now. FSR image quality is being worked on, according to the developers, so things should improve over time. For now, FSR upscaling causes a loss of fine detail in some areas, and the overall blurriness becomes even more noticeable when looking at the ray traced results. Comparing the ray tracing images to the rasterization results again shows some very obvious differences in every scene, but the changes aren't always clearly in favor of ray tracing — like in the fourth sequence where there aren't any reflections to discuss, the shadows and lighting look different but not inherently superior with RT. That's partly because these are still shots rather than moving images, however. One aspect of the RT effects that's worth pointing out is the support for particle-based reflections, which isn't something that the benchmark sequence shows. There are some battles where the addition of reflected lightning as an example looks visually striking and you notice its loss when you turn off RT — but you'll also need to use the very high setting for RT to get those particle reflections, which rules out non-Nvidia cards unless you're running 1080p with higher levels of FSR upscaling. Overall, the ray tracing can look impressive, and it's cool to see a game like this supporting the feature, even if it's generally impractical on a lot of GPUs. At least it's something people can point to and say, "This is what full ray tracing can bring to the table, and it's also why it's nowhere near going mainstream right now." If you have a high-end Nvidia GPU, you can definitely get decent performance with full ray tracing, particularly if you're willing to tweak a few settings and use higher levels of upscaling.

Black Myth Wukong screenshots

The other thing we want to look at is how the various presets compare in overall image quality, with and without ray tracing. There are five standard presets: low, medium, high, very high, and cinematic. The last two of those can definitely move into the realm of placebo effect, at least as far as image fidelity goes, but their performance impact is very real. But there are three RT options as well: low, medium, and very high. You can use any of those three RT options with each of the global presets, or you can even opt to customize the ten individual settings — there's no real customization of the RT options, though, other than the three preset levels. Black Myth Wukong uses ReSTIR global illumination for its lighting effects, and it also supports RT shadows, RT reflections, and RT caustics. You can see the breakdown of what RT options are used for each of the RT presets in the above image. Below, we have a gallery of screenshots showing the five graphics presets without RT, plus three more images (for each scene) using the high preset with the three different RT options, and then a final three with the cinematic preset and the three full RT options.

Even the low preset looks pretty decent, a testament to how good Unreal Engine 5 looks, though the minimum setting does compromise on things like lighting, texture, and shadow quality — there's no dynamic shadows to speak of, and lots of areas that should show a static shadow simply don't. The cutoff point for shadows is also very noticeable when moving around in the game world if you're on the low setting, and the amount of vegetation also gets reduced quite a lot. Medium represents a more reasonable compromise that a lot of PCs should be able to manage without too much difficulty. The shadows look good, there's more vegetation, and everything looks like what we'd expect from a demanding modern game. Certainly, no one should feel bad about "only" being able to run the medium settings. From there, stepping up to the high, very high, and cinematic presets only shows relatively minor changes, at least in the still images. One thing that's not immediately obvious is how much shimmering and blobbing in and out of higher resolution assets there is on the shadows, even at maximum quality. You have to experience the game in motion before you can see how distracting this can be. That alone is enough to make us want to use the full RT option, which basically totally fixes the shadow issues. Except, full RT with the low quality settings is a case of giving and taking away. The shadows look more stable and much better overall, but the lack of proper reflections means all the water surfaces look pretty awful — the water is basically worse looking than the low global preset using Lumen. Given the choice between shadow issues and water/reflection issues, and also factoring in the performance drop, it's pretty easy to make the case for sticking to traditional rasterization (or at least software lighting and shadows via Lumen) methods. Using the medium setting for full RT significantly improves the look of water, but even then it's still pretty blurry due to the use of half-resolution reflections. You also don't get the RT caustics or the particle reflections. However, if you look at the drop in performance — the RTX 4080 Super goes from the mid-40s to the low 30s with the very high RT setting — you might be willing to live with the blurriness.

Here's a different look at performance, using 4K with 67% scaling with all the presets, including both high and cinematic combined with the three ray tracing settings. We have results for the RTX 4080 Super and RX 7900 XTX, showing relative performance compared to the cinematic preset without full RT. On the 4080 Super, baseline cinematic performance lands at 56 fps — definitely playable but not perfectly smooth. The very high preset boosts performance by 18%, breaking the 60 fps threshold, while the high preset yields a 57% improvement and gets the GPU to a solid 88 fps. Medium runs 89% faster than cinematic, and finally the low preset gives a 2.34X speedup and gets the GPU past the 120 fps mark. Turning on full RT drops performance, but not by that much if you run with the high settings. High with full RT set to low basically performs the same as the cinematic setting, while high with medium RT only runs 5% slower. High with maxed out RT drops performance by 30%. Using cinematic with RT shows larger drops of 20%, 21%, and 41%. One final option is the high preset with max RT, and also with frame generation enabled, where the 4080 Super manages a respectable 61 fps (that still feels like half that speed). AMD's RX 7900 XTX shows relatively similar scaling at first when looking at the rasterization results, though it picks up speed as the quality settings decrease. Baseline 4K cinematic performance is 49 fps, and stepping down through the presets shows relative performance improve by 18% with very high — the same improvement we saw on the 4080 Super. But then it gets 63% faster at high, 106% for medium, and a 2.65X speedup at minimum (low) settings. It's interesting that AMD's GPU seems to benefit more from lower settings than the Nvidia GPU, but then look what happens when we turn on the full RT modes. The high preset with RT low causes a 59% drop in performance compared to the baseline cinematic score. Ouch! RT medium causes a 61% reduction, and the maximum RT setting slashes performance by 80% — as in, the 7900 XTX runs one fifth as fast as the cinematic baseline. The GPU goes from being at least reasonably playable with maxed out non-RT settings to being completely inadequate. Bumping to the cinematic preset with the RT modes shows even larger deltas: Performance drops by 65%, 67%, and 82% with the low, medium, and very high full RT modes. And with frame generation, using the high plus RT very high option, you can get back to 20 fps. Compared to Nvidia's at least somewhat similar performing RTX 4080 Super, AMD's fastest GPU struggles badly with all the full RT modes. We've seen before that Nvidia's RT hardware tends to perform much better, and larger numbers of rays (or RT effects) widen the gap, but it's hard to say precisely why games with full RT, aka path tracing, fall flat on their face. Is it truly just a hardware problem, or is there a lack of software optimizations also playing a role?

Here's perhaps a better look at image quality, or at least a scene with a waterfall (not captured from a video) that shows off the ray tracing potential. The full RT at max settings looks really nice, and the caustics reflecting from the water all animate as you move around. Dropping to the medium full RT setting with half resolution reflections looks okay but not nearly as impressive, while the low RT setting looks worse than the Lumen for rendering the water (in my opinion at least). Regardless of how it runs, it really feels like the ray tracing options in Black Myth Wukong are something where you'll want to either go whole hog or else leave RT off. The problem is that the very high RT setting needs an equally high-end GPU — from Nvidia. Basically, you're looking at an RTX 3080 or RTX 4070 or above just to manage 1080p with quality mode upscaling and maxed out RT settings, and that won't even hit a steady 60 fps; AMD's top GPU can't even manage a consistent 30 fps. Needless to say, frame generation at such low base framerates feels very much like a placebo, and we wholly discount the claimed performance gains that Nvidia might show when using framegen. 60 fps with framegen is effectively running at 30 fps for user input and doubling that value, so when there's a hiccup and the generated framerate drops to 40 fps, that means the user feels it as big drop to 20 fps, and anything below 30 fps registers as a major stutter. Also, we've seen frame generation, both DLSS and FSR, start glitching out if performance is too low, as the differences between the rendered frames can become too great. 50–60 fps with frame generation in Black Myth Wukong is generally playable, but then so is 25–30 fps without framegen; it's just not a great experience. So, for current AMD GPUs, we suggest forgetting about the full RT options, until or unless driver and/or game updates improve the situation. Full RT on the very high setting just isn't viable on any RDNA 3 hardware, never mind RDNA 2. Or at least, the way full RT is done in Black Myth Wukong isn't viable on AMD, though there are probably ways of doing full RT that would run better on AMD's hardware. Even 1080p with upscaling drops below 30 fps on the 7900 XTX when using the very high RT setting with the cinematic preset, so even a drop to the high preset with full RT would probably only just manage 30 fps.

Black Myth Wukong closing thoughts

As a game, Black Myth Wukong looks great, but higher settings absolutely require a capable graphics card. 1080p medium with upscaling runs well enough on lower spec GPUs, easily breaking 60 fps on an RX 6650 XT, but the cinematic "ultra" settings cause a massive spike in requirements, dropping performance by more than half. The medium to high presets should be more than sufficient if you're not too worried about missing out on a few visual extras. Full ray tracing at higher settings, which is what we really want from full RT, basically requires an Nvidia GPU. AMD's RX 7900 XTX managed just over 60 fps with our medium + low RT testing, but then water doesn't look as good as the standard Lumen rendering. Performance dropped to just 28 fps with maxed out RT settings, however, which isn't really playable in our book. The competing RTX 4080 Super more than doubled that and remained fully playable at 1440p, and even 4K was okay. What's not clear is how much of the poor performance for the full RT mode on non-Nvidia cards stems from those GPUs' lack of ray tracing prowess, and how much of it is due to the game being heavily optimized for Nvidia's brand of RT hardware. Full path tracing, if we want to use Nvidia's term for it, will always be extremely demanding, and all indications are that it's mostly only viable on lighter games like Minecraft RTX or on a very high-end RTX 30- or 40-series GPU. Could the game be better optimized to run on AMD's brand of RT hardware? Almost certainly. However, it's probably a case of double-digit percentage gains rather than a doubling or tripling in performance to close the gap with Nvidia's GPUs. We didn’t perform CPU testing, but we may add the game to our CPU test suite (sans ray tracing) in the future. The system requirements suggest the game doesn't really need more than a 6-core CPU, maybe 8-core at the top, as nothing above a Core i7-9700 or Ryzen 5 5500 is listed. The GPU recommendations are much higher, as you'd expect from the performance we've shown here. Reviews of Black Myth Wukong have been very positive, and its blend of quirky and visually interesting bosses and other enemies helps it stand out from the crowd. The Chinese mythology can be interesting as well. It's a Souls-like game, though at least so far I wouldn't rate it as being as difficult as any of the Dark Souls games. (To be fair, I haven't progressed that far in the story, so maybe the difficulty picks up later.) After all of this initial testing, as usual our best advice is to not get too caught up in chasing the highest graphics settings if you don't have a top-tier GPU. Medium to high, without full ray tracing, should be within reach of most decent gaming PCs, and extra visual pizazz doesn't make for an inherently better gaming experience. Still, if you have a high-end RTX 40-series GPU, the full RT experience with a particle reflection system and caustics can look quite impressive in the many areas of the game where you see it in action.

Jarred Walton is a senior editor at Tom's Hardware focusing on everything GPU. He has been working as a tech journalist since 2004, writing for AnandTech, Maximum PC, and PC Gamer. From the first S3 Virge '3D decelerators' to today's GPUs, Jarred keeps up with all the latest graphics trends and is the one to ask about game performance.

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  • oofdragon But.. have you actually PLAYED the game? I did and I can tell you Ray tracing ISN WORTH AT ALL. It's not "realistic" neither "better", it's actually just "different". Now cut the b Reply
  • tyns78 Why are we calling 720p 1080p now? Reply
oofdragon said: But.. have you actually PLAYED the game? I did and I can tell you Ray tracing ISN WORTH AT ALL. It's not "realistic" neither "better", it's actually just "different". Now cut the b
tyns78 said: Why are we calling 720p 1080p now?
  • Amdlova Amd ray tracing make a 486 dx4 looking extremely fast. Reply
  • brandonjclark OK, I'll add it to my Wishlist. But I'm still not paying full price for it. I'll scoop it up when it hits around $20. I don't care if it takes years. Reply
  • JRStern I don't even "game" but I might go for the tech just as a nerdy thing, maybe, if there were some local shops that would do some side-by-side comparisons like you describe here. I'd probably be completely satisfied by HD (1920x) and 30fps, maybe that will work fine on most cards? Reply
  • Roland Of Gilead Liked this review a lot! Frame Gen is still hit and miss it seems. I wonder what the nVIdia GPU's would run like with AMD Frame Gen? Any better or worse than nVidia's implementation. I'm asking this because as a lowly RTX3xxx series owner, I can only use AMD Frame Gen, Interesting for comparison purposes. Reply
  • valthuer @JarredWaltonGPU I ran the game's benchmark at 4K maximum (Cinematic) settings, at TSR, with Full Ray Tracing On, Vsync Off, Full Ray Tracing Level Very High, without Frame Generation, and with Super Resolution set at 100. I only got an average of 22 FPS, with a minimum of 18 and a maximum of 27. My rig, consists of an i9-13900K, with 64GB RAM and an RTX-4090. Are those numbers normal for me? Thank you in advance for your time. Reply
Roland Of Gilead said: Liked this review a lot! Frame Gen is still hit and miss it seems. I wonder what the nVIdia GPU's would run like with AMD Frame Gen? Any better or worse than nVidia's implementation. I'm asking this because as a lowly RTX3xxx series owner, I can only use AMD Frame Gen, Interesting for comparison purposes.
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  • New Multi-Zone Texturing  – Strategically placed textured in high-sensory areas designed to optimize feedback and comfort from the incredibly soft polyurethane outer layer.  
  • No Taper Technology  – Our patented No Taper minimizes grip pressure with an advanced parallel design that enables golfers to quiet their hands and add consistency to their stroke.  
  • Tech-Port  – Located at the top of SuperStroke grips, Tech-Port allows golfers to easily add game-improvement options including the patented CounterCore weight system and performance tracking sensors. 

Super Stroke Zenergy Tour 3.0 Grip Specifications

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Exclamation

This product can expose you to chemicals including black (airborne, unbound particles of respirable size), which is know to the State of California to cause cancer. For more information go to www.P65Warnings.ca.gov .

Shaft Services

Important Note: Please provide Current contact information. Customer service may require further information before proceeding with your order.

PUREing - $25.00

SST PURE identifies asymmetries that exist in every golf shaft and locates each shaft's most stable orientation. This results in more consistent performance and uniform feel from club to club.

Tip Prepping - $2.95

Shafts are tip trimmed (if required) to manufacturer’s recommendations. For steel shafts, we abrade the tips. For graphite shafts, we remove the polyurethane coating. When you receive your shaft, all you need to do is mix epoxy, install and align. After the epoxy is cured, cut to your final playing length from the butt end and install the grip.

Tip & Butt Trimming - $4.95

Shafts are tip trimmed (if required) to manufacturer’s recommendations. For steel shafts, we abrade the tips. For graphite shafts, we remove the polyurethane coating. After tip trimming and prepping, the shafts are butt trimmed to the desired final playing length*.

Club Playing Length

Our playing length chart is available here .

* The exact model, club head number, and desired final playing length is required for butt trimming to be possible.

* The club number and or loft is require for tip prepping on most parallel (.335" and .370") golf shafts.

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  • Sports & Outdoors
  • Golf Club Parts

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SuperStroke Traxion Tour XL+Plus™ Golf Putter Grip, White/Red/Gray

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SuperStroke Traxion Tour XL+Plus™ Golf Putter Grip, White/Red/Gray

About this item.

  • Parallel design has uniform lower hand profile to minimize grip pressure and maintain putter head path for a more consistent stroke.
  • material type: Synthetic
  • unisex-adult

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SuperStroke Traxion Tour Golf Putter Grip | Advanced Surface Texture That Improves Feedback and Tack | Minimize Grip Pressure

Top Brand: Super Stroke

From the brand.

Brand Story Logo

Traditionally, golfers relied on one type of golf grip. SuperStroke was founded to change that.

In 2009, we introduced a groundbreaking line of putter grips that not only helped golfers shoot lower scores but also redefined the game in ways we never anticipated.

For us, there's no greater satisfaction than helping you elevate your game and enjoying the journey along the way.

stack

ELEVATE YOUR GOLF SWING

We offer more than just golf grips —

we provide the tools and technology to enhance your entire game.

Putter Grips

SHOP YOUR GAME

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What makes our products unique?

Our products are engineered to revolutionize your putting and playing performance, our technology enhances the feedback zone along the back of the grip, making it easier to square the face at impact.

What Is our Vision?

To create the world’s best-performing golf grips.

Grips that inspire confidence in golfers of all abilities and are tailored to meet individual biomechanical needs and personal preferences.

Why do we love what we do?

We are dedicated to innovation and design, crafting a diverse range of grips that empower golfers of all skill levels to play their best.

From the manufacturer

Golf, Club, Putter, Grip, Control, Hand Position, Counter Balance, Technology, Weight, Texture

Product Description

NEW Super Stroke Traxion Tour 2. 0 XL Putter Grip Brand: Super Stroke Model: Traxion Tour 2. 0 XL Color: Grey/White/Red Core Size: . 580” Weight: 77g Condition: NEW! SKU: SUST0197 *****FAST SHIPPING*****

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To calculate the overall star rating and percentage breakdown by star, we don’t use a simple average. Instead, our system considers things like how recent a review is and if the reviewer bought the item on Amazon. It also analyzed reviews to verify trustworthiness.

Customers say

Customers like the quality and feel of the putter grip. For example, they mention it's an excellent product, has a lower hold on the shaft, and has softer hands. Some appreciate the added length of the grip.

AI-generated from the text of customer reviews

Customers are satisfied with the quality of the putter grip. They mention that it is an excellent product, it helps them focus better on putting, and it has a lower hold on the shaft.

" Awesome grip very comfortable !" Read more

" Great grip and at the right price! It was easy to put on and I've been using it for about a year now. Love it...." Read more

"...the old one very easily and my buddies have noticed my putting has drastically improved ...." Read more

"The flatness of the handle was striking and it immediately made my focus better but my hands are small and it felt uncomfortable on my putter." Read more

Customers are satisfied with the feel of the handle grip. They mention that it has a great super stroke feel, and is great for big hands. They also appreciate the lower hold on the shaft and the softer hands.

"...the confidence to loosen the tension in my hands so the putting stroke was much smoother ." Read more

"...It gives me several hand positions and has the great super stroke feel . Plus it accepts the extra butt weights to customize the heavier feel I like." Read more

" Great feel for big hands " Read more

"Does exactly what I wanted, a lower hold on the shaft, softer hands " Read more

Customers are satisfied with the performance of the grip. They mention that it works great and feels great. Some say that it also works well with their Cleveland putter.

"Easy to put on my putter, works great , improved my putting" Read more

"Feels great! Works well with Cleveland putter ." Read more

" Works great ..." Read more

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JBL's Tour PRO 3 Is the Brand's Most Advanced Earbuds to Date

Evolving the brand’s signature touchscreen case-equipped wireless earbuds with a larger screen and new tech specs..

JBL Tour PRO 3 Earbuds Release Date info store list buying guide photos price

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JBL Tour PRO 3 Earbuds Release Date info store list buying guide photos price

American audio equipment specialists JBL introduced the world’s first earbuds with a touchscreen case at the beginning of last year, presenting the Tour PRO 2 with a 1.45-inch LED touch display. Now, the 78-year-old brand is back with its latest iteration in the series — the JBL Tour PRO 3 .

Dubbed the brand’s “most advanced True Wireless Stereo earbuds yet,” the Tour PRO 3 takes what made the Tour PRO 2 stand out and has elevated it. For example, the Smart Charging Case’s screen is now 30% larger while being wrapped in a smaller package. Key features of the screen range from music playback management, navigating phone calls, caller ID detailing and more. The case also serves as a wireless audio transmitter, which enables functionality with the earbuds upon plugging the case into the audio source, such as an in-flight entertainment system. Key specifications for the earbuds involve JBL Spatial 360 and Head Tracking technology for emphasized immersion, a hybrid dual driver system in each earbud and an extensive selection of ear tip options ensuring the right fit.

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JBL has added every conceivable feature to its Tour Pro 3 wireless buds

JBL Tour Pro 3.

JBL’s new Tour Pro 3 wireless earbuds should really be called the JBL Tour de Force. The company’s second-gen Tour Pro were already the most feature-studded earbuds we’ve ever seen, complete with a touchscreen on the charging case, and yet the Tour Pro 3 go further. Much further. The price has gone up too — they’ll cost $300 when they become available for purchase on September 22.

At a glance, the third-gen looks the same as before, whether you get them in black or “latte.” Physically, the shape of the earbuds is unchanged. However, the case is a little smaller, while offering a 30% larger screen. It can also act as a retransmitter of both analog and digital audio when you use the included cables to plug it into computers, smartphones, or in-flight seat-back entertainment systems.

That puts JBL in good company: so far, only Bowers & Wilkins , LG , and Jabra have offered this feature on their wireless earbuds.

Curiously, when the Tour Pro 3 are connected to their case for listening to wired sources, JBL says it doesn’t use Bluetooth at all. Instead, it’s a proprietary 2.4GHz connection with the LC3+ codec providing the audio. “The direct connection between case and earbuds is more stable, and lower latency, than Bluetooth, making it the perfect companion for gaming, calls, movies, and music,” according to the company.

Calls may be significantly better when done via the case instead of Bluetooth: that 2.4GHz connection enjoys a greater bitrate than Bluetooth, leaving more bandwidth for two-way audio. JBL notes that the Tour Pro 3 are Zoom-certified when used with the case.

As before, the case touchscreen can be used to directly control many functions like playback, ANC, and spatial audio.

The earbuds now have both dust and water resistance with an IP55 rating . Inside is a new dual-driver acoustic platform. An 11mm dynamic driver for low frequencies has been paired with a balanced armature driver for higher frequencies, and each is mated to its own digital-to-analog converter (DAC). OnePlus recently announced a similar structure for its Buds Pro 3 .

I had criticized JBL for making the Tour Pro 2 hi-res capable (in terms of frequency response) yet failing to include any hi-res codecs. That has been rectified: In addition to the case-based LC3+ codec (which is hi-res capable), the Tour Pro 3 support Sony’s hi-res audio LDAC Bluetooth codec , which is standard on any phone with Android version 8.0 or higher (though not on iPhones).

I had also suggested that Tour Pro 2’s spatial audio feature be upgraded with head-tracking like Apple offered on the AirPods Pro 2 , and that has also made its way into the Tour Pro 3.

My calling experience with the Tour Pro 2 also proved to be a weak spot, and apparently JBL has made strides to correct that too: The Tour Pro 3 use a new “JBL Crystal AI” call algorithm, which it claims will enhance clarity even in noisy environments.

Finally, the Tour Pro 3 are JBL’s first full Auracast wireless earbuds. You can use the JBL Headphones app to find and tune into available Auracast broadcasts, and the charging case can also transmit using Auracast — a great way to share a movie or song with others. In fact, when using the case to transmit in Auracast, you’re creating a public broadcast, so anyone within Bluetooth range could conceivably listen in. Something to keep in mind, depending on what you’re sharing.

Editors’ Recommendations

  • OnePlus Buds Pro 3 launch with a $30 discount
  • 1More says its $90 SonoFlow Pro HQ51 headphones are better than Bose and Sony
  • Earfun Air Pro 4 ANC earbuds go all-in on hi-res, lossless, and Auracast for under $100
  • Jabra’s next-gen Elite earbuds can go wired or wireless
  • Cambridge Audio’s first AirPods Pro competitor has lossless audio, massive battery life

Simon Cohen

It's been a surprisingly quiet CES 2024 for new headphones and earbuds, but Audio-Technica (A-T) hasn't disappointed us. It launched its ATH-TWX7, a new set of hi-res, noise-canceling wireless earbuds that fill a big gap in the company's product lineup. The ATH-TWX7 come in black, white, or grey colors and are available starting January 9, for $199.

The ATH-TWX7 share a lot in common with A-T's flagship ATH-TWX9, but at $199, the TWX7 are a lot more affordable than the $299 TWX9.

Sennheiser has revealed its latest flagship wireless earbuds at CES 2024: the Momentum True Wireless 4. Though the company claims there are over a dozen upgrades and future-facing technologies onboard -- like lossless, CD-quality audio -- it has conspicuously side-stepped the spatial audio trend embraced by its biggest competitors.

The Momentum True Wireless 4 (MTW4) have been priced at $300 ($50 more than the previous generation) and will be available for preorder on February 15 in three colors: black copper, metallic silver, and graphite.

JBL Live 770NC in white. JBL

JBL always brings tons of new products to CES, and CES 2024 is no exception. In addition to new wireless earbuds and Bluetooth speakers, the Harman-owned brand has debuted six new Live and Tune wireless headphones models in both on-ear and over-ear designs.

Enjoy free shipping on orders over $75.

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Traxion Tour 1.0 Putter Grip - Blue White and Red

Traxion Tour Putter Grips

Please note: The Traxion line has been replaced with the new 2023 Zenergy line. To shop Zenergy Tour Series putter grips, CLICK HERE .

Trust Your Stroke

Our new Tour Series putter grips build on the success of our most successful grip models: the Tour 1.0, Tour 2.0, Tour 3.0, and Tour 5.0. Now with Traxion Control and SPYNE™ Technology , the Tour Series putter grips offer golfers even more reasons to choose the No. 1 Putter Grip In Golf.

No CounterCore weight is included with the grip but may be added to your purchase below, or can be added separately in ACCESSORIES.

*Tour 1.0 Putter Grip does not come with a Tech-Port and is not CounterCore equipped.

Traxion Tour grips come in 8 colors and 4 sizes.

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#1 Putter Grip on Tour

SuperStroke grips are trusted by legions of top professional golfers including three-time major winner Jordan Spieth, eight-time winner on the PGA TOUR Patrick Cantlay, and 2019 PGA TOUR Rookie of the Year Sungjae Im.

In 2023, SuperStroke users won 72 tournaments on golf’s major professional tours, totaling more than $47 million in first-place prize money in those events. 

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Frugal Average Bicyclist

Frugal Average Bicyclist

The goal here is to help you keep cycling on a budget.

Schwinn Le Tour Complete Guide

History of the schwinn le tour.

It’s the early 1970s and bicycles are booming.  Lightweight road bikes are becoming very popular, and Schwinn doesn’t have one that’s more affordable.  They have the Paramount, but it’s a very expensive bike.  The Varsity and Continental are close to 40lbs, but they still sell well.  Paramounts are made in Waterford Wisconsin and that facility certainly doesn’t have the capacity to start making budget road bikes.  Chicago was already very busy making their current models, and they didn’t make lugged frame bikes.  What did they decide to do? 

To get into the affordable lightweight market they decided to import from Japan like many of the competition.  They were very cautious about an import Schwinn because the first two bikes are the World Traveler and World Voyageur in 1972 and 1973.  Very nice bikes from Japan, but they barely have a reference to Schwinn on them and are not in the catalog.  They even use a different World badge.  This experiment must have gone well because in 1974 they introduce the Schwinn approved Le Tour, an affordable lugged frame bike that’s about 30lbs.  They are still cautious as it’s Schwinn approved rather than just a Schwinn, but it has lots of great Schwinn and Le Tour branding.  It must have been a pretty good seller as they go on to offer it through 1992 and brought it back off and on through 2011. 

It has had many variations during its long run including the Super Le Tour, Le Tour Luxe, and Le Tour Tourist.  The Super was definitely the most popular of the variations and ran from 1976-1985.  It started as an upgraded Le Tour with aluminum rims, downtube shifters, and only 26.5 lbs.  By 1985 the Le Tour and Super had gotten very close in quality, so I believe that is likely why they stopped the Super.  Both had alloy rims, downtube shifters, chromoly frames, and similar weights. 

Take a look at these great bikes:

1974 Le Tour

Schwinn started offering the Le Tour in 1974, and it was a little different for the iconic Chicago based bicycle company.  The Le Tour was made in Japan by Panasonic, with Schwinn approved branding.  So, it’s branded by USA Schwinn, made by Japan Panasonic, and it’s got a French name.  How cool is that?  Everybody should want to own one of these. 

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Based on pricing it was 3 rd in the Schwinn lineup behind the Paramount and Sports Tourer with a suggested retail price of $159.95.  It was also quite a bit lighter than any of the cheaper Schwinn models.

What I love about these bikes is all the great branding.  The 1974 has Le Tour branded derailleurs and seat post, plus lots of other Schwinn and Shimano branding.  Its my only bike with model specific derailleurs. Later years have Le Tour branded saddles and cranks.

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Here are some of the specs according to the 1974 catalog:

Lightweight, fully lugged brazes frame with butted top and bottom tubes.

Quick release aluminum alloy hubs.

Aluminum alloy crank set

Center pull alloy caliper brakes

27” x 1 ¼” gumwall tires

Only 30-32 lbs depending on the size and kickstand.  (some models at the time were around 40lbs)

The derailleurs are made by Shimano and are similar in quality to their 500.  These are Le Tour GT-400 for the rear and Le Tour GT-450 for the front.

Bars and stem are alloy.  Rims are steel.   

Came in 3 sizes:

LT1: 21” (31” standover height)

Colors: Opaque blue, Opaque red, and Kool Lemon.

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1975 Le Tour

In 1975 a Le Tour for ladies was added to the catalog.  Rest of the bike stays mostly unchanged.  The rear derailleur changes to the GT-420 and the catalog changes from kool lemon to yellow.  I prefer calling it kool lemon.  Catalog notes that the saddle is Taihei racing style.

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Ladies sizes:

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1976 Le Tour

Remains mostly unchanged from the 75 model, except the saddle changes to Matex racing style. 

1976 Super Le Tour

This is the first year for the Super Le Tour.  An ultra-lightweight bike at a moderate price.  These had double butted chrome moly top and bottom tubes, alloy rims, downtube shifters, and Shimano 600 rear and 60 front derailleurs.  They took what was good about the standard Le Tour and made it a little better.  The 12.2 on the frame references the weight in kilograms. 26.5lbs.

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Frame Finish: Sky blue, Flamboyant red or Silver Mist.

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Same sizing as the Le Tour:

Suggested retail price: $219.95

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1977 Le Tour II

Most of the changes for this year appear to be visual with new decals and colors.  Catalog lists the weight as 29lbs. 

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Colors are Scarlet, Violet, and Pearscent Orange. 

Suggested retail price is $164.95.

Le Tour II for ladies comes in the same colors and is listed as 31lbs.  Sizes are now L-89 for the 19” and L-92 for the 22” frame.

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1977 Super Le Tour 12.2

The 77 SLT is mostly unchanged from the previous year, but now offers a SL-9 19” frame.  Colors are Sky blue, Silver Mist, and Full chrome ($50 extra)

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Suggested retail price is $229.95

1978 Schwinn-Approved Le Tour III

A 27” frame is added, and the colors are changed.

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Colors are pearl orange and pearl blue.

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Ladies models:

Suggested retail price is $189.95

1978 Super Le Tour

Price is the biggest change from the 77 with a suggested retail price of $264.95.  Models also change slightly:

C is added to the end of the model to designate full chrome. 

Colors are Full chrome($50 extra), Scarlet, Black, and Silver Mist.

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1979 Le Tour IV

Big changes this year as they started making them in Chicago.  They wanted to try and make an affordable road bike in the USA. 

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Here are some of the specs:

10 speed 

30lbs with kickstand

18 gauge 1020 carbon steel frame

Rear derailleur: Shimano 400 

Saddle: Selle Royale suede finish

Sugine Super Maxi alloy cotterless crank

Suggested retail price $179.95

Colors: Frosty Blue and Strawberry Red

1979 Super Le Tour II

The SLT is also made in the USA and gets a little bit heavier as it no longer has a partial chrome moly frame, it’s all 1020 steel.  The derailleurs are also a bit of a downgrade from previous years.  It does change to a 12 speed. 

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Here are some specs:

Altus LT derailleurs

Alloy wheels

Suggested retail price $249.95

Colors: Black Saddle, Frosty Blue, and Strawberry Red

1980 Le Tour

This year drops the numbers and just calls it the Le Tour.  Another year made in Chicago.  Specs and sizes appear to be the same as 1979. 

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Suggested retail price $234.95

Colors: Cardinal Red, Frosty Silver, and Sky Blue.

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1980 Super Le Tour

Made in Chicago with unchanged specs and sizes from 1979. 

Suggested retail price $296.95

Colors: Black Sable and Summer Cloud.

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1981 Le Tour

Production moves back to Japan.  They also got a derailleur change:

Shimano Altus ST derailleurs

Shimano Stem Mounted LE gearshift levers

1020 carbon steel frame

Sugino Super Maxy crankset

KKT Rattrap pedals

Ariake Touring Saddle

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Suggested retail price $254.95

Colors: Frosty Silver and Sky Blue

1981 Super Le Tour

Production moves back to Japan for the SLT also.  Not much changes from the 1980 model.  It’s now listed as 27lbs. 

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Shimano Altus LT derailleurs

Shimano Altus Shift Levers

Sugino Super Maxy crank

SR LaPrade seat post

Ariake Jaguar II saddle

Sakae handlebars and stem

Gran Compe 500G brakes

Suggested retail price $319.95

Colors: Black Sable and Summer Cloud White

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Check out my White Summercloud Super Le Tour

1981 Le Tour Tourist

This is the first year for the Tourist.  A modified Le Tour with touring handlebars, upright saddle, and fenders.  29.3lbs. 

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Ukai Chrome Plated Steel rims

Sugino Super Maxy Crank

Kashima Touring saddle

SR Alloy touring handlebars

Colors: Spicy Chestnut and Sky Blue

1982 Le Tour

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1982 Super Le Tour

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1983 Le Tour

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1984 Le Tour

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1984 Super Le Tour

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1985 Le Tour Luxe

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1986 Le Tour

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1987 Le Tour

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1988 Le Tour

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1989 Le Tour

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1990 Le Tour

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1999 Le Tour

This was Schwinn’s entry level road bike for this year. 21 speed drive train. Schwinn road design 7005 TIG welded aluminum frame with forged dropouts and cro-moly fork with forged dropouts. Shimano RSX downtube shifters and rear derailleur with T300 front derailleur. Nexave triple crank. Tektro 420AG brakes with Shimano levers. 32 hole Araya SP-30 rims with alloy hubs and 700×23 tires.

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Suggested retail price: $499.00

Color: Metallic Silver

2011 Le Tour Classic

This looks to be kind of a neat bike.  The paint scheme with the brown bar tape gives it a bit of an older look, maybe that’s how it got the classic name?  The original saddle would have also been brown, but it’s been replaced on this one.  Frame is actually Reynolds 520 chromoly which I wasn’t expecting.  Shifters and derailleurs are Shimano Sora.  I believe it came stock with 28mm tires so this should be a really comfortable ride. Check it out:

super tour 3

Here is some marketing info from Schwinn:

Experience the great ride characteristics of steel aboard Schwinn’s Le Tour Classic. Whether you are just getting into road riding or are an experienced roadie, you’ll love the agile ride of the Reynolds steel tubes and the comfort of the Le Tour’s slightly more upright riding position. Together they give you a ride that is silky smooth, easy on the back and simply sublime. Plus, this ready roadster boasts a hill-topping 27-speed FSA/Shimano drivetrain, powerful dual-pivot brakes, a fine Schwinn Bio-Tuned saddle and easy-rolling 700c wheels with choice Continental tires.

2011 Le Tour Sport

This model had an aluminum frame with a carbon fork. Shifters are Shimano Sora with a Tiagra rear derailleur and a Sora front derailleur. FSA Vero triple crankset and SRAM 9 speed cassette completed the drivetrain. 700×25 Kenda Kriterium tires mounted on Xero Shawla 220 wheels.

super tour 3

Suggested retail price: $899

Serial Numbers

Decoding the serial numbers of the Japanese made Le Tours is covered in the imported section below. The US made models use the limited production section. It is found on the rear dropout:

super tour 3

This example was made in November of 1974.

What are they worth?

The good news is that you should be able to find them rather affordably.  I’m in southeast Wisconsin and they can be had for $50-500 depending on the condition and model.  Most models in pretty good condition you should be able to get for around $100.  If you are picky about year and color, you might have to pay a bit more.  Nice Super Le Tours I often see for around $300, but if you aren’t picky and take some time looking can be found for much less.  The Le Tour Luxe however seems to be very rare and I usually see those more for $500.  The market on Ebay is usually quite a bit higher especially after shipping.  These are pretty common bikes so you will likely find a pretty good selection locally.  The value will vary a bit depending on where you are.  The above is true for the older steel lugged frame bikes.  For the newer ones into the 2000s I guess you should just check bicycle blue book for an idea as I rarely see these for sale. 

Most collectable

I think the Le Tours are really great as they are beautiful vintage bikes that can still be gotten for a good price. Here are some of my favorites, and those I think should be most collectible:

1974 – as this is the first year, all colors.

Yellow – Kool Lemon and Yellow were only offered for the first 3 years. And it’s a great yellow.

1976 Super Le Tour – this is the first year for the super. Really great bikes for the time, and still very fun to ride.

12.2 – all the 12.2 supers are really great bikes. Chromoly top and bottom tube, downtube shifters, alloy rims…

Chrome Supers – the all chrome supers were an additional cost. I haven’t seen many of them.

Le Tour Luxe – neat looking touring version made only from 1983-1985.

1985 Super Le Tour – 25lbs with all chromoly frame and Suntour Cyclone derailleurs. Last year for the super.

Years the Le Tour was made:

Le Tour – 1974-1992, 1995-1999

Super Le Tour – 1976-1985

Le Tour Luxe – 1983-1985

Le Tour Tourist – 1981-1982

Le Tour GS and GSX – 2007-2009

2010-2011 – Le Tour Classic, Le Tour Sport, Le Tour Elite, Le Tour Legacy, Le Tour Super

Schwinn Le Tour 1974 to 1988 catalog info

What year bike do I have? Dating a Schwinn Le Tour
Schwinn Le Tour Serial Number guide and Country of Manufacture
Schwinn Bicycle Company History and Facts

Note: Many of the bikes pictured above are no longer stock, but are a good examples of what you will see out there in the market.

More info coming soon….all years will be covered.

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Published by fab jim the cyclist.

Jim has over 40 years of experience with bicycles and loves road and mountain biking and just going for calm cruises. He is a mechanic who has built custom bikes and is also very interested in bike history. View more posts

18 thoughts on “ Schwinn Le Tour Complete Guide ”

I always thought it was interesting that Schwinn bought enough to put “Schwinn-approved” on components rather than the manufacturer’s name (Huret derailleurs on the Varsity, Weinmann brakes on most bikes). I’ll still take my 1974 Motobecane Grand Jubilee over the Le Tour. $208 and Huret Jubilee derailleurs, aluminum rims, Reynolds frame. I had a friend with a chrome Paramount of that vintage – Campy Record-equipped. The spirit of Paramount lives on at Waterford Precision Cycles, founded by Richard Schwinn.

Like Liked by 1 person

There are lots of great vintage bikes out there.

Awesome post!

You bet. Nice work.

Beautiful 🤩

they are some lookers.

Heel knappe fietsen

Good information.

  • Pingback: What year bike do I have? Dating a Schwinn Le Tour – Frugal Average Bicyclist
  • Pingback: Schwinn Le Tour Serial Number guide and Country of Manufacture – Frugal Average Bicyclist

Always fun to see old bike pictures! 😊

I agree completely.

I once owned a metallic blue 1980 Le Tour. Seeing these photos makes me wish I would have had room to keep it.

I own a Schwinn ATB (MTB) that is date as 1981 by the serial number on the underside of the BB. The serial number is BS367823 as fitting into the Schwinn Chicago SN format. The frame is a lugged Ishiwata tubing and looks very much like the first Specialised MTB frame. I can post photos etc if required Regards Les

  • Pingback: Schwinn Bicycle Company History and Facts – Frugal Average Bicyclist

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