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Battlefield V Open Beta: PC performance benchmarks





In this quick article, we'll check out some graphics cards with Battlefield V Open Beta. The performance is a mixed bag, the however is shaping up to be something really good.
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Hilbert Hagedoorn
Don Vito Corleone
Posts: 45550
Don Vito Corleone
Posts: 45550
Posted on: 09/06/2018 01:27 PM
Yeah I know, in its current state it's just so difficult to measure. I've placed many disclaimers in the article, and in fact, have been doubting to even post it as really numbers are all over the place depending on where you are on a map and indeed resolution. Better something than nothing I figured. Once the final game is out I can streamline a good path/scene to measure in, precisely.
These results, I've given it to be a preliminary and indicative classification, not a precise one.
Yeah I know, in its current state it's just so difficult to measure. I've placed many disclaimers in the article, and in fact, have been doubting to even post it as really numbers are all over the place depending on where you are on a map and indeed resolution. Better something than nothing I figured. Once the final game is out I can streamline a good path/scene to measure in, precisely.
These results, I've given it to be a preliminary and indicative classification, not a precise one.
Fox2232
Senior Member
Posts: 11808
Senior Member
Posts: 11808
Posted on: 09/06/2018 01:38 PM
Yeah I know, in its current state it's just so difficult to measure. I've placed many disclaimers in the article, and in fact, have been doubting to even post it as really numbers are all over the place depending on where you are on a map and indeed resolution. Better something than nothing I figured. Once the final game is out I can streamline a good path/scene to measure in, precisely.
These results, I've given it to be a preliminary and indicative classification, not a precise one.
Not really surprising. In one of dev. team talk they said something weird. That, they have bad performance from using many instantiated objects. And instead they try to combine as much geometry under one instance as possible.
That should not be problem, but it looks like their solution is choking AMD's driver or cards somehow and preventing them from fully utilizing brute part of architecture. That bottleneck is likely "removed" by higher resolution as there is more brute force work required than there is load on bottlenecking serial operation.
May be anything, but my guess would be geometry discard as they make those objects complex.
Yeah I know, in its current state it's just so difficult to measure. I've placed many disclaimers in the article, and in fact, have been doubting to even post it as really numbers are all over the place depending on where you are on a map and indeed resolution. Better something than nothing I figured. Once the final game is out I can streamline a good path/scene to measure in, precisely.
These results, I've given it to be a preliminary and indicative classification, not a precise one.
Not really surprising. In one of dev. team talk they said something weird. That, they have bad performance from using many instantiated objects. And instead they try to combine as much geometry under one instance as possible.
That should not be problem, but it looks like their solution is choking AMD's driver or cards somehow and preventing them from fully utilizing brute part of architecture. That bottleneck is likely "removed" by higher resolution as there is more brute force work required than there is load on bottlenecking serial operation.
May be anything, but my guess would be geometry discard as they make those objects complex.
Denial
Senior Member
Posts: 14010
Senior Member
Posts: 14010
Posted on: 09/06/2018 01:53 PM
I wonder what it is about Frostbite that makes DX12 such a mess. You'd think the team that requested/helped AMD build an entire low level API would be the best at DX12 and yet they are somehow one of the worst.
I guess we'll see when the final build ships and numbers updated but the performance/stuttering mentioned doesn't look any better than their previous DX12 implementations.
I wonder what it is about Frostbite that makes DX12 such a mess. You'd think the team that requested/helped AMD build an entire low level API would be the best at DX12 and yet they are somehow one of the worst.
I guess we'll see when the final build ships and numbers updated but the performance/stuttering mentioned doesn't look any better than their previous DX12 implementations.
fantaskarsef
Senior Member
Posts: 14161
Senior Member
Posts: 14161
Posted on: 09/06/2018 02:06 PM
I don't know about DX12 with the Frostbyte engine... I tend to wonder the same as you @Denial , especially as they are actively working together with Nvidia to implement RTX, which is DX12. But to what use if the DX12 adaption itself is lacking? Maybe they should first fix their DX12 "container" itself before thinking about RTX performance numbers, since those are crippled by, well being DX12 on Nvidia and Frostbyte in the first place.
I don't know about DX12 with the Frostbyte engine... I tend to wonder the same as you @Denial , especially as they are actively working together with Nvidia to implement RTX, which is DX12. But to what use if the DX12 adaption itself is lacking? Maybe they should first fix their DX12 "container" itself before thinking about RTX performance numbers, since those are crippled by, well being DX12 on Nvidia and Frostbyte in the first place.
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Senior Member
Posts: 1403
Interesting the Vega performance seems lacking at 1080p & 1440p, yet take a jump at 4K.
Thank you HH!