This ranks it as 13% ahead of the fastest gameplay test – not unreasonable, really – or 27% ahead of the slower test. Practice mode also poses a problem, with even our heavier load practice testing landing at 206FPS AVG. That’s a big leap, and clearly illustrates that just randomly testing on the multiplayer map is not sufficient for a like-for-like comparison. Still, though, the difference between these two numbers allows the 2nd test pass a 12% improvement over the first. The equality between lows is good for testing and shows that few actions within the game cause severe drops. Our two 5-minute test passes covered the entire map, plotting between 162FPS AVG and 182FPS AVG, with lows functionally equal between each. It’s ultimately the landscape and prefab objects that impact performance, not necessarily the players, and testing paths can just avoid players to solve that concern.Īt 1080p, the initial drops plot between 126FPS AVG and 137FPS AVG, with that difference primarily emerging from whether we looked straight down or with a wider viewing angle of the horizon. As long as control is exercised, multiplayer is a much better test environment for accurate data. The testing only deviates and becomes variable when testing in random locations. With multiplayer, as long as testing is conducted in exactly the same spot every time, it is accurate from run-to-run and game-to-game. The answer is “no,” as we’ll prove to you later, and so we ultimately abandoned practice mode and instead went for multiplayer testing. This is a 20% performance gap, and even ignoring that, there’s still the question of whether other cards scale accurately in practice mode. 73FPS is close – it’s within reason, really – but it’s clearly not realistic. The 60-range is what we’re looking for to see most accuracy to multiplayer. Ultimately, we’d deem the drop FPS to be of minimal concern as that only happens once per game and slight settings adjustments to view distance and LOD scaling can assist in this. It appears that the framerate range is relatively constant when the GPU is stressed this heavily, but our follow-up 1080p testing will demonstrate that framerate is less consistent when strain is removed from the pixel processing pipeline.įinally, testing with practice mode instead of multiplayer, we see that our framerate shoots high – we’re at 73FPS AVG instead of the 47-60FPS range. In some areas of play, as we’ll show in frametime plots, we saw spikes up to 70-80FPS AVG, with lows never falling much below 52FPS AVG. This was just coincidentally 60FPS averaged (Vsync and adaptive sync were both disabled). For 5 minutes in the hills and burned forest, we monitored framerate at about 60FPS AVG, with lows at 45FPS 1% and 39FPS 0.1%. Viewing angles perpendicular to the ground boosted framerates significantly – not shown here – but wider views of the landscape and horizon drove FPS down to about 47FPS AVG. With the 1080 Ti and 4K settings at High, we observed an average FPS of 47 when dropping into the match, with framerate primarily driven downward when looking over the landscape at a glancing angle. We’ll look at frametime plots after we get through the framerate graphs. Let’s start with a study of 4K performance to see consistency from match-to-match. The best we can do is establish a reliable benchmark that gives accurate relative performance scaling, determining “best” choices in each price category, rather than try to look at absolute performance everywhere in the game. Just switching through clips in our video, you can see how varied the environments are. Framerate is all over the place in this game, which makes it functionally impossible to benchmark with full accuracy to absolute numbers. Multiplayer is clearly where everyone is playing, but the map is huge: It has desert regions, grassy and mountainous regions, it has a river with semi-flooded buildings, and there’s the initial drop from the sky with a fuller view of everything. The most important thing to do before embarking on testing dozens of configurations is to establish some level of reproducible result within the game. If you prefer reading, carry on, but when you encounter references to “on screen” or video footage, check the video above. The following is the script from our video. The latest drivers were used as of 2/19/19. Often the company that makes the card, but sometimes us (see article)
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