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Final Fantasy XV PC graphics performance benchmark review





We check out and benchmark the PC version of Final Fantasy XV / 15 (2018) for Windows relative towards graphics card performance with the latest AMD/NVIDIA graphics card drivers. Multiple graphics cards are being tested and benchmarked. We have a look at performance with the newest graphics cards and technologies.
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allesclar
Senior Member
Posts: 5673
Senior Member
Posts: 5673
Posted on: 02/28/2018 08:13 PM
Am i the only one thinking nice clevage?
Am i the only one thinking nice clevage?

GlennB
Senior Member
Posts: 249
Senior Member
Posts: 249
Posted on: 02/28/2018 08:25 PM
Source code for the following gameworks libraries is available here: https://developer.nvidia.com/gameworks-source-github
AnselSDK (EULA)
Flow (EULA)
FleX (EULA)
Blast (EULA)
Vulkan/OpenGL Samples (public)
NvCloth (EULA)
Blast (EULA)
HairWorks ( EULA )
HBAO+ ( EULA )
FaceWorks (public)
PhysX SDK ( EULA )
Volumetric Lighting ( EULA )
D3D Samples (public)
Nothing in the EULA/Terms signing up prevents AMD from seeing the source of the GW Libraries that are available. The bottom line is that the vast majority of Nvidia's libraries make use of tessellation and AMD's hardware is notoriously bad at tessellation levels above 16x.
Do note that the source code you are referring to contains a ton of headers. This means they could potentially call for functions in closed pieces of code.
On the point of TressFX vs Gameworks its simple. TressFX uses the MIT License which allows you to modify the code to your needs where at gameworks you only get to see code and not optimize that to your hardware.
AMD
" Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:"
NVIDIA
" Object Code: Developer agrees not to disassemble, decompile or reverse engineer the Object Code versions of any of the Materials. Developer acknowledges that certain of the Materials provided in Object Code version may contain third party components that may be subject to restrictions, and expressly agrees not to attempt to modify or distribute such Materials without first receiving consent from NVIDIA"
Source code for the following gameworks libraries is available here: https://developer.nvidia.com/gameworks-source-github
AnselSDK (EULA)
Flow (EULA)
FleX (EULA)
Blast (EULA)
Vulkan/OpenGL Samples (public)
NvCloth (EULA)
Blast (EULA)
HairWorks ( EULA )
HBAO+ ( EULA )
FaceWorks (public)
PhysX SDK ( EULA )
Volumetric Lighting ( EULA )
D3D Samples (public)
Nothing in the EULA/Terms signing up prevents AMD from seeing the source of the GW Libraries that are available. The bottom line is that the vast majority of Nvidia's libraries make use of tessellation and AMD's hardware is notoriously bad at tessellation levels above 16x.
Do note that the source code you are referring to contains a ton of headers. This means they could potentially call for functions in closed pieces of code.
On the point of TressFX vs Gameworks its simple. TressFX uses the MIT License which allows you to modify the code to your needs where at gameworks you only get to see code and not optimize that to your hardware.
AMD
" Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:"
NVIDIA
" Object Code: Developer agrees not to disassemble, decompile or reverse engineer the Object Code versions of any of the Materials. Developer acknowledges that certain of the Materials provided in Object Code version may contain third party components that may be subject to restrictions, and expressly agrees not to attempt to modify or distribute such Materials without first receiving consent from NVIDIA"
vonSternberg
Senior Member
Posts: 151
Senior Member
Posts: 151
Posted on: 02/28/2018 08:33 PM
So I might be able to run that with an i3-2100 with an RX 560D @ 720p on low settings? Not bad at all!
To be honest I expected this game to be a lot heavier on the system. I hope I can get at least a consistent FPS
So I might be able to run that with an i3-2100 with an RX 560D @ 720p on low settings? Not bad at all!
To be honest I expected this game to be a lot heavier on the system. I hope I can get at least a consistent FPS
OnnA
Senior Member
Posts: 12370
Senior Member
Posts: 12370
Posted on: 02/28/2018 09:59 PM
You need to remember that real bench in this game should looks like:
1060 w/Gameworks Vs RX580 noGameworks ~You've got the same FPS
(don't forget that Gameworks is based on CUDA cores)
So your RX580 is OK....
Also Game is Artificial VRAM Eater so new 8GB line of GPUs looks better than old 4/6GB ones.
Switch for Fiji
-maxvram=4200
or for 980Ti
-maxvram=6144
Looks like GTX 1060 is ~14% faster on average vs. RX580 at 1080p.
You need to remember that real bench in this game should looks like:
1060 w/Gameworks Vs RX580 noGameworks ~You've got the same FPS
(don't forget that Gameworks is based on CUDA cores)
So your RX580 is OK....
Also Game is Artificial VRAM Eater so new 8GB line of GPUs looks better than old 4/6GB ones.
Switch for Fiji
-maxvram=4200
or for 980Ti
-maxvram=6144
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Senior Member
Posts: 4184
Well its good that I chose the 6GB 1060 in my gaming Laptop because of the High VRAM usage maybe if I turn down some of the settings it will decrease the amount of VRAM needed. It's good to see that you don't need a high end CPU to play this thing according to the CPU section. You can get by old the old i5s or i7s of generations past instead of getting the Coffee Lake based CPUs.