Windows Central’s informal test of Borderlands 4 on an HX370-powered mini‑PC has kicked off a useful conversation: the ROG Xbox Ally X’s Radeon 890M might — under the right circumstances — be competent enough to run Borderlands 4 at playable frame rates, but the caveats are numerous and the verdict is far from definitive.
Since AMD introduced the Z2 family of handheld APUs, OEMs and reviewers have been scrutinizing whether modern AAA titles that push CPU cores, VRAM and streaming bandwidth can be made to work acceptably on handheld power envelopes. The ROG Xbox Ally X is built around AMD’s Ryzen AI Z2 Extreme platform — an 8‑core Zen‑5 hybrid APU with an RDNA 3.5 integrated GPU (the Radeon 890M) and a configurable TDP in the handheld context that vendors have room to set between roughly 15W and 35W for sustained handheld operation. AMD’s published Z2 lineup and product pages make that configurable power window clear.
Windows Central’s hands‑on didn’t use a retail Ally X. Instead, the writer tested Borderlands 4 on a Geekom A9 Max mini‑PC equipped with the Ryzen AI 9 HX370 and the same Radeon 890M integrated GPU architecture. That APU in the mini‑PC is a higher‑power implementation (Geekom ships the HX370 in the A9 Max configured to run at a much higher sustained power level than a handheld), and the HX370 itself is a 12‑core part (12 cores / 24 threads in vendor configurations), whereas the Z2 Extreme is an 8‑core part (8 cores / 16 threads). Geekom and media coverage state the HX370 APU can be configured up to ~54W in small‑form‑factor desktops, giving it more headroom than a handheld variant would typically have.
This sets the frame for Windows Central’s central point: the GPU architecture (Radeon 890M / RDNA 3.5) is shared between the HX370 and Z2 Extreme, so some GPU‑bound workloads could be feasible on an Ally X — but the Ally X will likely have less power and fewer CPU cores available, which matters for Borderlands 4’s behavior.
Borderlands 4’s technical demands and the Ally X’s constrained power envelope make this an interesting, headline‑friendly test case for handheld PC gaming. The early, informal experiments are encouraging — they show the architecture is capable — but they also underline a familiar truth: the difference between possibility and polished, reliable user experience is driven by power limits, driver maturity, and targeted optimization. For now, the hopeful headline is accurate in spirit: Borderlands 4 might be playable on an Xbox Ally X under the right conditions. The sellable headline — that it is a recommended handheld experience — needs retail‑unit benchmarks and driver updates to become reality.
Source: Windows Central I tried to figure out if Borderlands 4 would play on the Xbox Ally X
Background / Overview
Since AMD introduced the Z2 family of handheld APUs, OEMs and reviewers have been scrutinizing whether modern AAA titles that push CPU cores, VRAM and streaming bandwidth can be made to work acceptably on handheld power envelopes. The ROG Xbox Ally X is built around AMD’s Ryzen AI Z2 Extreme platform — an 8‑core Zen‑5 hybrid APU with an RDNA 3.5 integrated GPU (the Radeon 890M) and a configurable TDP in the handheld context that vendors have room to set between roughly 15W and 35W for sustained handheld operation. AMD’s published Z2 lineup and product pages make that configurable power window clear. Windows Central’s hands‑on didn’t use a retail Ally X. Instead, the writer tested Borderlands 4 on a Geekom A9 Max mini‑PC equipped with the Ryzen AI 9 HX370 and the same Radeon 890M integrated GPU architecture. That APU in the mini‑PC is a higher‑power implementation (Geekom ships the HX370 in the A9 Max configured to run at a much higher sustained power level than a handheld), and the HX370 itself is a 12‑core part (12 cores / 24 threads in vendor configurations), whereas the Z2 Extreme is an 8‑core part (8 cores / 16 threads). Geekom and media coverage state the HX370 APU can be configured up to ~54W in small‑form‑factor desktops, giving it more headroom than a handheld variant would typically have.
This sets the frame for Windows Central’s central point: the GPU architecture (Radeon 890M / RDNA 3.5) is shared between the HX370 and Z2 Extreme, so some GPU‑bound workloads could be feasible on an Ally X — but the Ally X will likely have less power and fewer CPU cores available, which matters for Borderlands 4’s behavior.
What Windows Central tested (summary)
- Test platform: a Geekom A9 Max mini‑PC running an AMD Ryzen AI 9 HX370 with integrated Radeon 890M graphics.
- Settings used: 720p internal render, Low quality presets, AMD FSR (Performance) or equivalent upscaling, and AMD Radeon Super Resolution (RSR) on the monitor. Frame generation (AMD’s frame‑interpolation) was tried but reported as currently unstable in their trials.
- Observed performance: typically 40–50 FPS in many areas, with dips below 40 mainly in very dense or special‑case scenes (e.g., when using a specific vehicle/ability — the “Digi Runner” — or in heavily vegetated areas of Kairos). The writer found 40 FPS acceptable for this style of game and highlighted that playing on a small handheld screen would mask some of the low‑detail visuals.
Technical context: the hardware and the gap to the Ally X
Ryzen AI Z2 Extreme vs Ryzen AI 9 HX370 — what differs
- CPU cores and architecture: the HX370 implementation Windows Central used is a 12‑core variant (a configuration that mixes Zen 5 and Zen 5c cores depending on SKU), while the Z2 Extreme designed for handhelds is an 8‑core hybrid. That difference changes multi‑threaded capacity and background task headroom in CPU‑intensive scenes.
- Configurable TDP: AMD specifies a 15–35W configurable envelope for Z2 Extreme in handhelds; OEMs can tune it (thermal design and battery permitting). In contrast, the HX370 in a mini‑PC like the Geekom A9 Max is being run at far higher sustained power levels (Geekom lists a 54W TDP figure for their implementation). That extra thermal and power headroom materially boosts sustained CPU and GPU clocks compared with a handheld, which will likely need to prioritize battery life and thermals.
- GPU: the Radeon 890M (RDNA 3.5) is present in both; the architecture, shader/core counts and feature set are shared. But raw throughput depends on clocks and power — the same iGPU can deliver substantially less performance when constrained to a 15–25W package vs 50W+. Tech outlets and GPU databases list the 890M’s core configuration and confirm it is a capable integrated RDNA 3.5 design.
What this means for Borderlands 4
Borderlands 4 is a modern Unreal Engine 5 AAA title with significant streaming demands, shader complexity and support for vendor upscaling/frame generation features. That makes it both GPU and CPU sensitive in different scenarios:- GPU‑bound scenes (dense particle effects, ray tracing if enabled, higher resolutions/settings) will stress the 890M’s shaders and memory bandwidth.
- CPU‑bound or streaming‑bound moments (dense AI, large numbers of enemies, heavy streaming of assets across the world) can trigger stalls that a handheld with fewer cores may struggle to hide.
- Driver maturity and vendor upscalers (AMD FSR, RSR, frame generation) remain important — they can bridge performance gaps, but they depend on robust driver support that may also be evolving post‑launch.
Early results: what works, and why it’s promising
- The Radeon 890M is better than many expected given it’s an integrated part; RDNA 3.5 brought a meaningful jump in iGPU efficiency and feature support. On the HX370 in the A9 Max, Borderlands 4 at low settings and upscaling produced 40–50 FPS in many areas — playable for a looter‑shooter where fluidity matters more than extreme fidelity.
- The game’s cel‑shaded art style helps. Cel‑shaded/ stylized AAA titles tolerate lower texture quality and post processing better than highly photorealistic games, which means playing at low settings on a 7‑inch handheld is far more acceptable than the same settings on a 27‑inch monitor.
- Upscaling matters (FSR/RSR): running a low native render resolution (720p) with FSR set to Performance plus AMD Radeon Super Resolution for system‑wide upscaling produced the best subjective feel. This combination reduces GPU load while preserving clarity when upscaled for a small screen. The built‑in frame‑generation tools can significantly improve perceived smoothness when stable, but Windows Central found AMD’s frame gen to be unstable in their trial — sometimes producing errors.
The risks and limitations — why caution is necessary
- Hardware envelope on Ally X will be smaller than the mini‑PC test rig
The HX370 in Geekom’s A9 Max runs with far higher sustained power than the Z2 Extreme will in handheld mode. That reduces sustained clocks and headroom for thermally heavy workloads on the Ally X, especially unplugged. So while the iGPU architecture is the same, real‑world throughput will likely be lower on the Ally X. - CPU core and thread count matters for Borderlands 4
Borderlands 4’s published PC guidance and early technical reports show the title benefits from multiple CPU cores and streaming resources. The HX370’s extra cores in the desktop implementation give it an advantage over an 8‑core Z2 Extreme in CPU‑heavy scenarios — and that can change bottlenecks from GPU to CPU unpredictably. Expect some scenes to be CPU‑bound on an Ally X and to produce stutters or lower framerates. - Driver maturity and frame generation stability are a wildcard
AMD’s frame generation and driver pipelines are still maturing in a post‑launch window for some titles. Windows Central reported instability in AMD’s frame‑gen implementation for their test, and early adopters should expect driver updates and game patches to materially affect experience. Unstable frame generation can cause crashes or GPU errors; until drivers stabilize, relying on it for playability is risky. - Battery life and thermal throttling will alter sustained performance
Even if you hit 40–50 FPS while plugged in, battery mode or extended sessions on a handheld will trigger thermal limits and power‑cap the SoC — reducing clocks and ultimately FPS. Windows Central explicitly recommended the scenario where the Ally X would run Borderlands 4 best while plugged in and using the highest performance profile available. - Scene variability: not all maps behave the same
The Windows Central test showed certain areas (lots of trees, heavy AI counts, use of a special vehicle/ability) produced larger dips. That pattern is typical for open‑world/streaming games: some scenes need much more CPU/GPU headroom than others. Expect wildly variant frame pacing depending on what is happening on‑screen.
Practical optimization checklist for Ally X owners who want to try Borderlands 4
If you intend to attempt Borderlands 4 on an Xbox Ally X once a unit and a patched game are available, follow this prioritized tuning strategy to maximize your odds of playability:- Plug in and use the highest performance / “turbo” power profile available. Battery mode will cut sustained performance drastically.
- Set native render resolution low (720p internal render) then use AMD FSR (Performance preset) or the in‑game upscaler to reduce GPU work.
- Use AMD Radeon Super Resolution (RSR) or the game’s upscaling rather than native 1080p rendering; RSR can be a low‑overhead way to improve perceived sharpness.
- Keep settings on Low for textures, shadows, and post processing; disable ray tracing if present. Cel‑shading makes low settings more palatable.
- Avoid enabling frame generation unless drivers and the game patch note explicitly mark it stable for your configuration; if you use it, test stability in low‑risk areas before committing to long sessions.
- Cap framerate to 40 FPS (or 30 FPS if you need more battery efficiency) — a steady 40 is often smoother and more tolerable than variable 30–60 spikes.
- Close background apps and overlays (recording, chat, browsers) to improve CPU headroom and reduce background interruptions.
- Keep GPU drivers and Windows updated — major driver updates often include optimizations for new AAA titles and vendor upscalers.
Wider implications: what this means for handheld PC gaming
- The fact Borderlands 4 is even approaching playability on integrated RDNA 3.5 hardware is a positive sign for the direction of handheld gaming silicon. Modern integrated GPUs plus smart upscaling can make heavier titles accessible on portable devices when developers and driver teams cooperate. Tech outlets and AMD product literature confirm that RDNA 3.5 + improved memory subsystems have closed part of the gap between integrated and low‑end discrete GPUs.
- Title‑by‑title variability will remain the rule. Some AAA games will be more CPU or streaming bound and therefore less suitable for current handheld power envelopes. Others — particularly those with stylized art direction or robust upscaler support — will translate better to small screens.
- Vendor and developer cooperation (drivers, patches, handheld‑specific optimizations) will make the difference. Post‑launch driver updates, game patches that add “handheld mode” profiles or tuned presets, and partnership work between Microsoft/Asus and developers will determine the long‑term viability of heavy PC titles on devices like the Ally X. Early reports suggest Microsoft and partners are emphasizing a “Handheld Compatibility Program” and OS tweaks to help handhelds run Windows games more efficiently, but the outcomes depend on execution.
Verdict and recommendations
- Short version: it’s possible that Borderlands 4 will be playable on the ROG Xbox Ally X in certain conditions — especially plugged in, on a high‑performance profile, at 720p with aggressive upscaling and low settings. Windows Central’s unscientific test on an HX370 mini‑PC gives cause for cautious optimism, but it is not proof that the Ally X will match those results out of the box.
- Don’t buy the game solely for the Ally X yet. Wait for hands‑on reviews and formal benchmarks on the actual Ally X hardware (retail units and sustained battery tests). There’s a significant delta between a 54W mini‑PC APU and a handheld configured at 15–35W. A retail sample review will reveal whether thermal throttling, frame‑gen stability, and CPU core limits keep the Ally X from delivering a smooth experience.
- If you already own an Ally X and are determined to play Borderlands 4 immediately: follow the optimization checklist above, play while plugged in, cap to 40 FPS, and keep drivers updated. Expect notable compromises in visual fidelity and inconsistent scene‑to‑scene performance.
Looking ahead: what to watch for next
- Independent, repeatable benchmarks of Borderlands 4 on retail ROG Xbox Ally X units across plugged‑in and battery modes. These will settle the performance question more definitively.
- AMD and ASUS driver/power‑profile updates that could increase sustained GPU clocks on the Ally X without sacrificing thermals or longevity.
- Game patches from Gearbox that add explicit handheld presets or performance profiles tuned for Z2 hardware and for small displays.
- Stability fixes to AMD frame generation and to in‑game upscalers; once frame gen is reliable across drivers, perceived smoothness on 40–50 FPS hardware could improve markedly.
Borderlands 4’s technical demands and the Ally X’s constrained power envelope make this an interesting, headline‑friendly test case for handheld PC gaming. The early, informal experiments are encouraging — they show the architecture is capable — but they also underline a familiar truth: the difference between possibility and polished, reliable user experience is driven by power limits, driver maturity, and targeted optimization. For now, the hopeful headline is accurate in spirit: Borderlands 4 might be playable on an Xbox Ally X under the right conditions. The sellable headline — that it is a recommended handheld experience — needs retail‑unit benchmarks and driver updates to become reality.
Source: Windows Central I tried to figure out if Borderlands 4 would play on the Xbox Ally X