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Review: Resident Evil 3: PC graphics performance analysis
We take a look at Resident Evil 3 the 2020 Remake, thirty graphics cards are being tested and benchmarked. We have a look at performance with the newest graphics cards and technologies.
Read the article right here.
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HARDRESET
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#5775066 Posted on: 03/31/2020 09:31 AM
Even the Zombies want a part of her. Jump to 6:00
Even the Zombies want a part of her. Jump to 6:00
lukas_1987_dion
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Posts: 688
Joined: 2008-06-09
#5775117 Posted on: 03/31/2020 12:50 PM
Too bad they reduced gore effects in this one, also no dismemberments oh well..
''Jill even is a bit sexy looking in that Tomb Raider style'' LOL I will take Carlos tvm
I still like RE2R better
Even if Nemesis is more crazy than Mr.X xD
Too bad they reduced gore effects in this one, also no dismemberments oh well..
''Jill even is a bit sexy looking in that Tomb Raider style'' LOL I will take Carlos tvm

I still like RE2R better

That_Guy
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#5775121 Posted on: 03/31/2020 01:40 PM
Quick question, you never benchmark on ultra-wide monitor (3440x1440) ?
Im thinking of buying one and i'd gladly check some benchmark on such resolution
Quick question, you never benchmark on ultra-wide monitor (3440x1440) ?
Im thinking of buying one and i'd gladly check some benchmark on such resolution
schmidtbag
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Joined: 2012-11-10
Senior Member
Posts: 7425
Joined: 2012-11-10
#5775132 Posted on: 03/31/2020 02:21 PM
I'm impressed. Looks great and can be very playable on very outdated hardware.
I imagine this has to do with scheduler. Seeing as this was optimized for modern consoles, it'd likely perform better if all threads were running in parallel (like on a FX, Ryzen, or non-HT Intel CPU). If the scheduler was using the HT'd threads, that's slowing the game down since the parent thread is out-of-sync. This is why HT was known to hurt performance of games about 10 years ago. The only reason that hasn't remained especially relevant lately is because most games for the longest time were only optimized for Intel. This game could possibly be the first change in that.
I'm sure if this were tested on a 3700X or an 10980XE with HT off, there would be no performance difference between core quantity, until you reach 8 total threads.
I'm impressed. Looks great and can be very playable on very outdated hardware.
How do you even code the engine so that added cores lower the performance? Shouldn't the game just use a limited number of cores but perform just as well? It wasn't even a question of SMT. Unless it's somehow related to the turbo clocks and stressing multiple cores for no reason whatsoever, so that with more cores active and at 100%, they obviously can't clock so high. It would be historically bad programming. Years ago there was a game that artificially stressed cores so much that the game itself ended up suffering. I just don't remember which game it was. It was patched, fortunately.
I imagine this has to do with scheduler. Seeing as this was optimized for modern consoles, it'd likely perform better if all threads were running in parallel (like on a FX, Ryzen, or non-HT Intel CPU). If the scheduler was using the HT'd threads, that's slowing the game down since the parent thread is out-of-sync. This is why HT was known to hurt performance of games about 10 years ago. The only reason that hasn't remained especially relevant lately is because most games for the longest time were only optimized for Intel. This game could possibly be the first change in that.
I'm sure if this were tested on a 3700X or an 10980XE with HT off, there would be no performance difference between core quantity, until you reach 8 total threads.
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