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The Division 2: PC graphics performance benchmark review





We take a look at The Division 2 (2019) in our usual in-depth ways. That would be tested on the PC gaming wise 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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Astyanax
Senior Member
Posts: 15391
Senior Member
Posts: 15391
Posted on: 03/21/2019 04:06 AM
It's a delta compression.. it doesn't affect the total VRAM usage.
I think you're getting texture compression confused with the delta compression that occurs on a GPU. Textures are compressed with technologies like DXTC/ASTC at the game level. When they get loaded into VRAM they are already compressed - the GPU doesn't compress them again. Frame Buffers/Render targets utilize delta compression the GPU - which essentially means the GPU looks at frame A compares it to frame B and only sends the data across the bus that changed. This compression has no bearing on total VRAM allocation because the final frame buffer is still taking the same amount of space - it's just sending less data over the bus.
You could make the argument that HBM2 has so much bandwidth that the delta compression isn't necessary because it does eat several cycles to run - but that's not really relevant to the amount of total VRAM or using the VRAM as a texture cache.
DX11 and 12 use BC formats that have an equivalence to DXTC, if you tried to load DXTC directly you'll have issues :p, and many game dds files are just raw ARGB now.
Also, compressed textures are unpacked when loaded to the gpu by most resource loader libraries at high settings, very few actually even bother to retain them as a compressed resource unless the settings offer the control for it. What does happen though is that the images are saved with mipmap values then the game selects what level of mip based on the selected quality level, so a single dds covers multiple quality settings instead of having to duplicate the resource for each quality level.
TO BE CLEAR I was referring to the recommedations from Ubisoft...
I'm talking about CPU scaling and inaccurate "minimum" CPU recommendations...
It's just a weird time we're in where they are combinations of 7 year old CPUs that can still do OK with a good enough GPU. It's hard to list requirements for people that don't know the CPU performance hierarchy over the last 10 years...
I'd love to see a CPU scaling comparison at various clocks and core counts.
That "go play on a console" bit was funny though
Lets be frank, none of the studio's live in the real world when it comes to system recommendations,
Rockstar still suggests 8GB is enough for GTA5, we know how well that pans out.....
It's a delta compression.. it doesn't affect the total VRAM usage.
I think you're getting texture compression confused with the delta compression that occurs on a GPU. Textures are compressed with technologies like DXTC/ASTC at the game level. When they get loaded into VRAM they are already compressed - the GPU doesn't compress them again. Frame Buffers/Render targets utilize delta compression the GPU - which essentially means the GPU looks at frame A compares it to frame B and only sends the data across the bus that changed. This compression has no bearing on total VRAM allocation because the final frame buffer is still taking the same amount of space - it's just sending less data over the bus.
You could make the argument that HBM2 has so much bandwidth that the delta compression isn't necessary because it does eat several cycles to run - but that's not really relevant to the amount of total VRAM or using the VRAM as a texture cache.
DX11 and 12 use BC formats that have an equivalence to DXTC, if you tried to load DXTC directly you'll have issues :p, and many game dds files are just raw ARGB now.
Also, compressed textures are unpacked when loaded to the gpu by most resource loader libraries at high settings, very few actually even bother to retain them as a compressed resource unless the settings offer the control for it. What does happen though is that the images are saved with mipmap values then the game selects what level of mip based on the selected quality level, so a single dds covers multiple quality settings instead of having to duplicate the resource for each quality level.
TO BE CLEAR I was referring to the recommedations from Ubisoft...
I'm talking about CPU scaling and inaccurate "minimum" CPU recommendations...
It's just a weird time we're in where they are combinations of 7 year old CPUs that can still do OK with a good enough GPU. It's hard to list requirements for people that don't know the CPU performance hierarchy over the last 10 years...
I'd love to see a CPU scaling comparison at various clocks and core counts.
That "go play on a console" bit was funny though

Lets be frank, none of the studio's live in the real world when it comes to system recommendations,
Rockstar still suggests 8GB is enough for GTA5, we know how well that pans out.....
Irenicus
Senior Member
Posts: 612
Senior Member
Posts: 612
Posted on: 03/21/2019 09:07 AM
Nah. Vignette isn't something that changes much, nor does it require any processing power, nor does it affect any lighting. Do you know what vignette is? It simply darkens the edges of the screen slightly, that's all.
I think that the Vignette effect being disabled could fix most of the lighting issues.
Nah. Vignette isn't something that changes much, nor does it require any processing power, nor does it affect any lighting. Do you know what vignette is? It simply darkens the edges of the screen slightly, that's all.
SpajdrEX
Senior Member
Posts: 3207
Senior Member
Posts: 3207
Posted on: 03/21/2019 12:28 PM
I know what it does, but in closed/open beta it actually fixed something when overbright happened. But I did not experience this with current version anymore
Nah. Vignette isn't something that changes much, nor does it require any processing power, nor does it affect any lighting. Do you know what vignette is? It simply darkens the edges of the screen slightly, that's all.
I know what it does, but in closed/open beta it actually fixed something when overbright happened. But I did not experience this with current version anymore

Caesar
Senior Member
Posts: 1530
Senior Member
Posts: 1530
Posted on: 03/23/2019 01:08 AM
Direct graphical comparison of the Division 2's 2018 E3 showcase and the final retail version of PC.
Direct graphical comparison of the Division 2's 2018 E3 showcase and the final retail version of PC.
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Senior Member
Posts: 15391
Has anyone seen any flickering windows, glass patterns or 3d objects (signs/magazines) that looks a lot like Z fighting, theres a few guys claiming they do but no video i've seen has demonstrated it by regular streamers.