@@plopolip01 Lol I have a 4090 and am a bit disappointed about the performance tbh, the game looks good but nowhere near Cyberpunk 2077 w/ Path Tracing, even though they get the same performance at 4K lol
@@jongamez5163 I do also have a 4090 and I ran the benchmark, so I'm confused, nowhere near CP2077 you mean nowhere got all the neon lights reflecting on water? Based on what I have seen, Nvidia put both games as showcase for their RTX, and BMWK is based on UE5, texture and graphic wise are better than four years old CP2077, and both games are using relatively newest RT/PT. Anyway, I remember when RDR2 came out, quite some dudes at the time owned 2080ti commented like yours, complaining having the top GPU but only 40ish fps in-game, even RT was not an option back then, which is not a bad thing, pushing devs to reach their limits is always good for gamers. But my point is, optimization is about whether it is buggy, and not scaleable for variety of specs or not, so it has good/bad low limit, but a good game also should pursue a high ceiling, having somewhat nextgen like graphic environment for upcoming specs, so that after few years people could still enjoy it without heavily modded.
@@jongamez5163 I never understand all these "Cyberpunk with Path Tracing is best" comments. Other than lighting, Cyberpunk looks so mediocre / bad most of the time. Witcher 3 looks better, God of War looks better, Horizon Forbidden West looks better, RDR 2 looks better... many games looks better than shit overrated Cyberpunk no joke.
The funny thing is you can tell he's a teacher by the way he speaks. Teachers tend to have this cadence to their voice when they're explaining things lol
I remember 15 years ago when we were struggling with Unreal Engine 3 games stuttering due to badly loading textures, and now here we are with Unreal Engine 5 struggling with badly loading shaders (Digital Foundry noticed the same shader stuttering as Wukong with Space Marine 2). The more things change, the more they stay the same 😅
My issue with frame gen mods is that the UI tend to suffer horribly , it can happen with native implementation but it's generally not that noticeable unless your base frame rate is low and close to 30 fps , but with fsr mods it's very common ( like with horizon forbidden west but atleast they added it officially in that game )
Frame gen in this game is quite bad though For fsr in particular at least we are talking about 10-15 fps increase in most cases. You can instead use Lossless Scaling's frame gen and suddenly you are seeing a X3 or even X4 increase in fps
@@killer8217gaming 3x and 4x have a lot more artefacts , personally i wouldn't go past 2x but i haven't tested the game yet to know how it compares to fsr FG
Wow I found a fix to the whole latency issue completely for me, as long as you cap your fps to 30 it will fully fix it. What's weird is that if you have like 31 fps uncapped your latency will be like 150-200 but as soon as you cap it goes down to like 30, I feel this games got a major bug on pc with performance because that doesn't make any sense as to why it would get rid of latency
@@12coco100 I'm basing my judgement from the way the water looked, so at least from this benchmark FSR looks better. When the game comes out and your character is in motion/fighting I'll have to see if I stick with FSR or not :)
You're an angel Daniel, so much effort and time to help people enjoy the game when it will be out! You definitly did right to stay teacher and hardware reviewer, but this must a lot of work! Take care of yourself, peace!
Nice video, I like that you are now doing realistic settings videos to show realistic performance. No one plays on a 3060 with Max settings. Keep up the great work, this is your BEST video so far!
Because the game is not open world it doesn't use much VRAM which is nice. The 4090 has to run Raytracing at Low settings to get 60FPS at 1440P is WILD...
Huh? I have a 4090 and the benchmark scored 100 fps at Cinematic/RT-Very High/DLSS-Q (75%) at 3440x1440 ultrawide. Or are you referring to actual gameplay?
@@artyboy1377my 4090 using cinematic/max ray tracing/50% upscale got around 90 fps. Ppl using non upscale/ no frame generation fps to make a statement is just weird. Try 2077 maxed out ray tracing without upscale and frame generation 😂
@user-ud1wc1we9y For me I'll always use DLSS upscaling instead of native even if the game is easy to run. Technology have come a long way. But 50% upscale is pretty steep lol.
Thanks Daniel! So running the benchmark on Ryzen 5900X & Radeon 7900XTX, to get a smooth experience, I cap at 60FPS, VSync on, Cinematic, 4K, 100% scaling and FSR, FG OFF. Driver 24.7.1. Minimum: 28fps, Avg: 30FPS, Max: 40FPS. Waiting for new Adrenalin drivers and I guess in the actual game, I may switch to your optimised setting and work from there. I may not want to switch on FG coz this is a melee and weapon focused game like Elder Scroll. Can't run RT on the 7900XTX at 4K, like Cyberpunk 2077 but I did try to see what the fuss was about. In RT, water transparency and lighting is awesome. Shadow cast on trees and faces look great. In Cinematic, close-up water transparency looks garbled, lighting is good. Shadows are bad. However, from wide angle, in Cinematic, water reflection is excellent, textures and global illumination is great. There is no simmering from RT artifacts at the edges of leave and grass, although there is minor artifacts from anti-aliasing in FSR and XeSS modes at extreme close-up. This game really loves global illumination and shadow. Much more than Cyberpunk. I can push 66% scaling and get very nice quality using FSR but I always prefer the crispness in native resolution.
Yall dont even have to worry! They confirmed that ray tracing is always on so in game you can turn it off unlike the benchmark! The "full' ray tracing is actually path tracing! So when you turn that off ray tracing is still on. I hope you realize that also daniel. So you can further optimize and or customize settings on the launch of the real game. Enjoy+ Everyone that was freaking out can now relax because once you tunr off ray tracing in game like any other game the performance def goes way up. So all good! Lol
No im talking about them confirming it on reddit in responses to comments lol. Thats why they used the words "full" ray tracing its indeed for path tracing. Ray tracing is still on which indeed is why it reacts like ray tracing is on even without it! That's why maxed out even without rt it's like 30fps on a 4080super maxed out lol. @danielowentech
No, ray tracing is not on when turning it off, I confirmed it via nvidia's profiler, zero RT core usage. Lumen is a form of ray tracing, that is what they are talking about.
@ygny1116 zero RT core usage =/= no RT. Software Lumen uses compute for RT instead of cores, and can be vastly scaled down in quality. You can't really turn RT off per se, but you can get a bump in performance nonetheless. So in a way you're both right. To me, software Lumen is still RT even if it using RT cores, the same way gtx cards can run Q2RTX in compute.
Hi Daniel. I have R7 5700x3D and RX 6900XT resolution 3440x1400 TSR 80%. At one moment, I thought, "what if I turn on frame generation in the AMD driver." Turned it on! It's working!!! As a result Ultra Settings: - lock 30 FPS in the benchmark + TurnOn generator in the benchmark + TurnOn generator in the driver = 120 FPS with power consumption of +/- 260 Watts
Зачем играть в 4к на УЕ5 нп 6900, заняться нечем? 1440п достаточно, у тебя проц и карта явно не для 4к. Тем более там встртенный люмен в движке. Зачем всё это? зачем...
My guess is that reflection quality probably only dictates SSR, which is why it doesn't impact performance too much. Off screen reflections will probably be handled by Lumen when RT is turned off, so Global Illumination Quality would probably also impact reflection quality as well.
@@xtr.7662 I tested it, there are off screen reflection with RT disabled. So either they're using reflection probes, which is unlikely, or Lumen reflections are being used. Also, with RT low there's only SSR on the water.
FSR gives the highest averages than DLSS and TSR and XeSS. But the visuals... guess it's best to tinker around with the main settings first. And then slap in TSR. 🤷♀
For reference, the PS5 version of Black Myth includes two modes - 4K at 30fps and 1440p at 60fps. 1440p (DLSS Quality mode, Frame Generation ON, "Cinematic" preset with NO Ray tracing)
This is my configuration for the RX 7800XT for the best fidelity/performance: 3200x1800p 50% res. FSR (Upscaled from 900p) -View Distance Quality: Cinematic -Anti-Aliasing Quality: Cinematic -Post-Effects Quality: Cinematic -Shadow Quality: Very high -Texture Quality: Cinematic -Visual Effects Quality: Very high -Hair Quality: Very high -Vegetation Quality: Very high -Global Illumination: Very high -Reflection Quality: Cinematic Avg Framerate (No Frame-Gen): 51fps / Min. 41fps / Max. 60fps - 247W consumption//GPU 66C degrees average Avg Framerate (Frame-Gen): 60fps / Min. 54fps / Max. 60fps - 180W consumption// GPU 57C degrees average I look for at least 40fps of real frames before enabling Frame-gen for maximum response. Frame-gen also allows for the GPU to be more efficient and cooler.
Using a more appropriate CPU would've been more beneficial to show a realistic or likely outcome, especially if you're providing optimized settings. I don't know many people pairing a 7800X3D with a 3060.
i managed to get my 3060ti 11400f system to get a smooth 60 fps with an overhead of 10-15 frames on 1440p dlss quality, medium-high settings but I'm afraid this benchmark is far from worst case scenario. I'm afraid it's gonna drop like hell in big fights etc
i'm using 4060 ti and i'm having an issue with tsr and fsr frame gen, the lighting is flickering, unlike dlss which is okay forgot to tell, inmy case, fsr and tsr frame gen only works in the new compatibilty mode
@@ALLInOne-vq5em 🤡 no one cares ahh yes bcs dlss is already better and looks like native but I don't have this feature so I will assume that no one cares , classic amd me at rider comment
Leave the game at ultra, fsr at 75%, activate frame generation, leave the game resolution at 2k, lock the FPS at 30, in the video card driver, in the game profile activate Super Resolution and AFMF, game locked at 30, the frame generation will double to 60 fps, and when AFMF is turned on it will take 60 FPS and double it to 120 FPS, that's it, you will play at 120FPS with low consumption of the video card.
The benchmark worked fine for me. Turn off RT and DLSS @50 on a 4070 ti Super 7800x3d. System response time is high however, 75ms at peak. FPS around 90 to 100 fps
@@anthonyortiz4254 Just an FYI (in case you are getting the game and want to test this), you can easily use DLSS @70-80 and still get 80 or more FPS by simply tweaking the settings Daniel talked about. I personally tested it on a 4070ti (4k) and with all setting set to very high and DLSS @70 I was only getting 60 - 70fps, turning down the settings Daniel talks about at 15:44 to just high netted me like 15 - 20 fps, so there is a lot of performance to be gained there.
Great job with this. This is truly useful stuff, even for people with stronger cards, i tested the game on my 4080 too. RT mode is completly useless in my opinion, the performance hit at Very High rt is like -50% fps and yeah reflections look better but the base cinematic preset already looks so good, it's not worth it, instead it's better to invest that performance in higher base resolution. I'll also say this in 1440p/cinematic/dlaa/rt very high i got 30fps (with 1% lows 27 lol), without rt i had 55 fps.
The entire lighting and shadows look way better with the full RT mode. Even with ray tracing on low on the full path traced mode looks better than the Lumen ray tracing. You would be better off turning down some of the cinematic settings to enable Path tracing.
@@mojojojo6292 When i tried it in other games it didn't change much when in comes to performance, probably since path tracing replaces most demanding things like reflections, global illumination and shadows..
one consideration when comparing visual differences between presets, maybe keep the texture setting uniform between them depending on vram capacity and usage.
it's kinda weird how little change the visual quality between cinematic and low presets, most people wont notice the difference if you give less than 5 seconds to check an static scene
Some AMD vs Nvidia benchmarks would be nice. From what I've seen, even with full RT disabled, it still favors Nvidia, even though this engine generally favors AMD with Software RT. But what does "full ray tracing" even mean in this game? Is it hardware Lumen instead of software Lumen?? Is it path tracing? If you disable full RT but put global illumination to max, does it use hardware RT? Or just max quality software Lumen RT?
4K Native settings with RT off 4090 is at 76 FPS, Ran a test with a 7900XTX at 4K Native and got 64 FPS. So the 4090 is 12FPS faster at 4K native than the 7900XTX I tested. Raytracing is always on. Enabling RT is path tracing modes. AMD's regular RT in this game actually did alot better than I thought. But it needs alot of upscaling and frame gen to run the path tracing modes.
I'm not sure what the difference is but on my system VRAM usage is not low. I just ran a benchmark at your optimized settings with DLSS 66% at 1440p on a 3080ti and the game used 11.7GB according to the benchmark results page. I averaged around 90fps with those settings. Other relevant system specs: 12600k, 32GB DDR4 3600MHz, Windows 10, Driver 560.81.
RTX 3060 is great. I used to own one. But I would like to see something like RX 6800, RX 6800XT or RX 7800XT in such scenarios. A popular AMD graphics card to be precise. RX 6800 seem to be powerful enough to do some RT stuff in such title.
Forget it RT is crazy Demanding in this Game. Even with Low RT on my 7900XT i could not make it run decently without significantly dropping the Render Resolution or Settings. A 6800 will probably just melt on the Spot.
@@reckoner1197 Performance wise yes. Their cards are more built for raster at the moment. Their FSR 3.2 or whatever has caught up pretty well for software side but isn't quite as good.
Just forget it, the performance impact are much higher than the visual improvements that you will be getting. It's just not worth it if you are still struggling to get 60 fps even without the additional Raytracing. 🤷♀
I actually noticed something running the benchmark on my gtx 1080 and I'm a bit confused. Apparently frame gen is working (?) with it. Atleast I get almost double the fps with it enabled even though the GTX 1080 shouldnt support it. With it enabled: FPS Counts: AVG: 54 Maximum: 67 Low: 50 Minimum: 45 With it disabled: FPS Counts: AVG: 33 Maximum: 40 Low: 29 Minimum: 24 With the exact same graphics settings just for the first frame gen activated and for the second frame gen disabled. Pc Specs: CPU: Ryzen 5 4500 GPU: Palit GTX 1080 Gamerock premium edition Mobo: B450-m A-pro max RAM: 16 gb (dual channel) 3200 mhz cl 16 Storage: 1 TB Samsung 980 PSU: Be quiet System power 10
I have a Zen 4 7940HS, 16Gb of ram, RTX 4070 8Gb (laptop), and a 1 TB NVMe SSD; avg: 60FPS, max: 69FPS, min: 53FPS, and low 5th: 54FPS. My setting are: Resolution: 2560X1440 Graphics preset: high Full ray tracing: medium Super resolution: 75 DLSS: on Frame generation: on
Daniel. I hope you read this comment. Have you ever heard of RGB lighting with color cycling affecting the CPU and causing the periodic stuttering? I hope this can be covered by you. Thanks. I heard this first through Blackbird PC
i wish all benchmarks had a input lag section, a simple map where you could only move the camera around and look at a nice scene. fps is not a good metric, i only want higher fps to get lower lag so my inputs feels instant. at least for now.
So, I did my own testing, and wanted to share my results. To be clear, I have a very high end system, with a 7800x3d and an RTX 4080. My output resolution was 4K with DLSS at 50, (I assume that means Performance mode). I had FG and RT off and everything else on high. My average frame rate was around 105 fps. During my first benchmark run I had one super gnarly traversal stutter halfway through the benchmark. Everything else felt very smooth to me. The graph at the end had some very minor dips, but not nearly as bad as shown in the video. Overall I’m pretty happy and will probably buy the game a few weeks after launch.
Doing my own quick benchmarking yesterday, I noticed something a bit odd. The resolution slider doesn't appear to make much of a difference in FPS until you hit the thresholds they have set like quality/balanced/performance etc. Example slider at 88 gave me basically the same fps as the slider at 66, but bumping the slider to 90 severely changed performance. I'd be interested to know what is going on there, and whether or not the slider is working correctly and you're actually getting the correct pixels with what the slider is set at, or if it only matters what the threshold says it is.
Daniel can you please test this game out with different SSDs? I'm getting horrible stutters and would like to know what SSD I should buy for this and future UE5 games.
Why is the draw distance so low for shadows and other textures and assets? Seems so strange, as does the shadow flickering. I think they need to spend some more time on this before release.
I got weird purple trees with full ray tracing on with a 7900xt. The only other game that produced this was returnal for me, and they fixed it in a driver. Hopefully its fixed in full release
I don't have a 3060 but I do have an A770 which is about the same and running at 1080p on a Ryzen 7700 I get 60 fps at 1080p, medium settings with XeSS on and 75% supersampling. RT is off, obviously.
Hi Dan I watched your analysis of Black Myth: Wukong and decided to run the benchmark tool on my PC. I also saw others on TH-cam with the same specs as mine benchmarking the game. With everything set to Very High, including Ray Tracing (DLSS OFF), at 1080p, I averaged 60 FPS. Pleased with the performance, I bought the game yesterday. However, when I ran the in-game benchmark with the same settings, my FPS dropped to an average of 25. I'm not sure what's causing this significant drop. I've noticed others on Reddit reporting similar issues. Could you help us troubleshoot this? My specs: 32GB Corsair Vengeance, Intel i9-12900K, RTX 3090.
@@jose131991 Search for "Exploit Protection" and run it Open Windows Security. Navigate to the App & browser control and click on Exploit protection settings. Click on the Program settings header, followed by Add program to customize. Add the program by its executable filename or by browsing to it. Scroll down to Control flow guard (CFG). Enable Override system settings and ensure the toggle is set to Off. Click on Apply to save the changes. Restart the system to allow the changes to take effect.
@@jose131991 Search for "Exploit Protection" and run it Open Windows Security. Navigate to the App & browser control and click on Exploit protection settings. Click on the Program settings header, followed by Add program to customize. Add the program by its executable filename or by browsing to it. Scroll down to Control flow guard (CFG). Enable Override system settings and ensure the toggle is set to Off. Click on Apply to save the changes. Restart the system to allow the changes to take effect.
What I don't get is that why the game doesn't utilize the VRAM more. I run a lot of 4k scaling test with different settings and usually in modern titles, VRAM will start to ramp up with higher resolutions + ray tracing. Not complaining, but seems to me like the game could utilize available memory better. Maybe the draw distance is holding things back, or many other smaller factors. I'll test more after I have time to play the game.
It's UE5. Like most current gen only engines it uses asset streaming. You don't need to load tons of assets at once then use things like elevators, door animations ECT to hide that you are loading new ones. You just swap them in real time. Also don't need to load multiple versions of assets for LoDs, as that can also just be adjusted in real time. We had a few past gen games that got current gen updates. Games that used older methods for handling assets that used more vram than needed. But we haven't had a UE5 game that uses 10gb even at 4k. Current gen games bandwidth is more important than vram amount.
@@SemperValor The problem that I had with the game was the limited draw distance even when maxed out. Things popping in and out + the texture details. Raise all of those a lot, the game would require way more VRAM. I'm still waiting more patches and maybe mods to deal with current issues (effect options for depth of field, …). Not UE5 title, but Alan Wake 2 was a linear game, but there were massive VRAM usage at any rendering resolution. But all the object really got max textures, so it looked sick. I wasn't that impressed by the Wukong's visual quality.
That's a good and bad sign at the same time. Good because low VRAM cards don't have to struggle a lot. Bad because with that low usage, it was expected that the textures not going to look very crisp and nice. And also if the RAM usage keep going higher and VRAM usage stay low, that's not a good sign either because that might lead to VRAM leaks like in Nixxes games where it start introducing performance issues later in the game. Got me wondering how Daniel was being able to get RAM usage up to 15GB. The highest I have seen on 3060 on 1080p was 11GB even on Cinematic settings. 🤔
thank you so much, some reports the blurry issue, did you encounter the same issue? if so, is there a way to reduce the blurriness in the benchmark tool? thank you
I have a 4070S, and whenever I activate FRAME GENERATION I have problems with image breaks, I've enabled/disabled V Sync, enabled/disabled DLSS, limited/removed frame limit. Any personal tips? I thank you very much.
On my tests I see that it commits more system RAM that I have, at any setting (from 18 GBs to 20Gbs, I have 16). I don't see that on thee benchmarks and I wonder why.
It's incredible how Epic still cannot fix this issue. It's been an issue at least since from Unreal 3 but more prevalent since Unreal 4. It just baffles me how a billion dollar company cannot fix it when some indie engines or small scale engines don't have any issues like this. Even Epic's own flagship game Fortnite has these. Surprisingly Thrones and Liberty, NCsoft game using Unreal engine doesn't have shader stuttering at all, at least not in the open beta it didn't have.
In case this help someone : Settings: Shadow Quality - High // Global Illumination - High // Everything Else - Cinematic // XeSS - 80 Specs - RX7800XT // Ryzen 5 7600x 5.6ghz // 32GB DDR5 6000mhz // Install on a m2 Average FPS 77 // Maximum FPS 95 // Minimum FPS 56 // Low 5th FPS 63 Pushing shadow or global i was getting 53/54 in same parts so i prefer more stable fps
I am reassured. I have a 4090, 7950x and 32 gigs 6000 ram and full on, I was getting 47 fps. Basically this game brings your PC down on its knees. Scared of GTA now hehe
I got traversal stutter in same two spot running on lowest settings 720p 30fps locked. Spec: 13700kf, rtx4080s, msi z790, gskill 32gb 6400 cl32, win11.
On Red Dead Redemption 2 I get stutters when in Borderless display mode when I switch to full screen mode the stutters are completely gone. Does black myth have a full screen mode? as it may help.
Tried both tsr and fsr and fsr looks better and gives more frames until the end where the leaves are moving across the screen and then fsr puts a lot of ghosting on them and is immersion breaking
Motion Blur - Off View Distance Quality - Cinematic Anti-Aliasing Quality - Cinematic Post-Effects Quality - Cinematic Shadow Quality - High Texture Quality - Cinematic Visual Effect Quality - Very High Hair Quality - High Vegetation Quality - Very High Global Illumination Quality - Very High Reflection Quality - Very High Ray Tracing - Off FSR - 70(Quality) Frame Generation - On With These Settings You get 120fps Average on 7800xt My Spec - Sapphire Nitro+ 7800XT , 7800x3d , 32 GB RAM
While on the topic of optimized settings: Does anyone have any idea why the new/beta nVidia app seems to think that my 1440p native resolution monitor isn't enough and they try to scale all games to 2160p (4k) whenever I check their "optimized settings" for all the games I have installed? That seems quite stupid to me.
Depending on your specs it will default to higher settings in games if it thinks it can handle it. So in your case it's likely forcing DLDSR for increased picture quality because you have a rig that can handle it
@@riven4121 Yes, ok, that might be it. Got a 7800X3D, 32GB RAM and an original RTX 3080 10GB.... maybe it works depending on the game. Some games (like No Man's Sky) turn into slideshows with the nVidia app optimized settings tho.
That thing has been here since Geforce Experience already. I never use it since it keeps messing my settings in game anyway. I prefer it manually of each graphic settings like actual optimized settings which you can see the visual and fps difference like in BenchmarKing, Zykopath, Dwindling FPS and etc. 🤷♀
I see the graphics are better then ff7 rebirth and if it will be performance just like in ff7 rebirth , I will buy on ps5 , and I have i7 rtx 4060 ti 16 gb vram, 32 ram , ssd. , but denuva is problem. still thanks Daniel 😊. PS. IGN china released gameplay on ps5 and I think it looks and plays good , so if u don’t have 4080 or 4090 , i think it’s for Best Buy on ps5 ( those who have ps5 of course)
I tinkered with all settings on my potato of a 1070 and 2700x. For me TSR has more shimmering than FSR. Xess is unplayable for me. I kept everything at cinematic amd only shadows on high which net me around 40-42 fps with FSR on and percentage set to 60 percent ie balanced. Just keep shadows on high, global illumination and the setting for atmospheric fog(visual effects I guess) on very high and you should be fine.
Whats even more wild is that UE5 still has no way to fix traversal sttutters. Just add a loading screen and allow the game to use more system ram/vram if its available and a multi streaming background loading 😅
Even mind boggling is that the game has the precompile shaders but somehow still stutters! Still better than no precompile shaders at all and expecting players to caching all the shaders throughout 5 hours of gameplay. Ain't anyone got times for that. 🤧
i have something interesting.. when im using like 67% Resolution i have horrible microstutter with my rx6800.. when im using fsr and frame generation with 100% scaling resolution i have NO microstutter.. 0%.. Graphics are custom, a mix of cinematic and shadows and hair on high. Very playable.
What's funny is that the 3060 at Native 1080p gets the same performance as the 4090 at 4K... about ~24fps... genuinely a very "Cinematic" experience 😂
😂dude really cries that his 4050 cant do ultra+ settings...unreal
@@plopolip01 Lol I have a 4090 and am a bit disappointed about the performance tbh, the game looks good but nowhere near Cyberpunk 2077 w/ Path Tracing, even though they get the same performance at 4K lol
@@jongamez5163 I do also have a 4090 and I ran the benchmark, so I'm confused, nowhere near CP2077 you mean nowhere got all the neon lights reflecting on water? Based on what I have seen, Nvidia put both games as showcase for their RTX, and BMWK is based on UE5, texture and graphic wise are better than four years old CP2077, and both games are using relatively newest RT/PT.
Anyway, I remember when RDR2 came out, quite some dudes at the time owned 2080ti commented like yours, complaining having the top GPU but only 40ish fps in-game, even RT was not an option back then, which is not a bad thing, pushing devs to reach their limits is always good for gamers. But my point is, optimization is about whether it is buggy, and not scaleable for variety of specs or not, so it has good/bad low limit, but a good game also should pursue a high ceiling, having somewhat nextgen like graphic environment for upcoming specs, so that after few years people could still enjoy it without heavily modded.
My 3060ti is finally obsolete.
@@jongamez5163 I never understand all these "Cyberpunk with Path Tracing is best" comments. Other than lighting, Cyberpunk looks so mediocre / bad most of the time. Witcher 3 looks better, God of War looks better, Horizon Forbidden West looks better, RDR 2 looks better... many games looks better than shit overrated Cyberpunk no joke.
View distance -1.7% -1.7% -3.4% -3.4%
Anti-aliasing 0.0% 0.0% 0.0% -0.8%
Post-processing 0.0% -1.7% -2.5% -2.5%
Shadow quality -6.8% -10.2% -37.3% -39.8%
Map quality -1.7% -1.7% -3.4% -3.4%
Special effects quality -0.8% -8.5% -10.2% -10.2%
Hair quality -1.7% -2.5% -6.8% -6.8%
Vegetation quality -0.8% -3.4% -5.9% -8.5%
Global illumination -17.8% -25.4% -37.3% -44.1%
Reflective mass -0.8% -0.8% -1.7% -1.7%
Panoramic Ray Tracing -50.0% -51.7% -62.7%
Very useful thanks!
is this med, high, very high, cinematic losses vs low?
te amo
@@fdmg1990 watch hardware unboxed video
UE5 -100% FPS
15:37 optimized settings
Daniel is using GLASSES today, he is in *teacher mode*, this is a graphics master class ladies and gentlemen.
I thought it was Bob Saggat from Full House for a sec.
The funny thing is you can tell he's a teacher by the way he speaks. Teachers tend to have this cadence to their voice when they're explaining things lol
I remember 15 years ago when we were struggling with Unreal Engine 3 games stuttering due to badly loading textures, and now here we are with Unreal Engine 5 struggling with badly loading shaders (Digital Foundry noticed the same shader stuttering as Wukong with Space Marine 2).
The more things change, the more they stay the same 😅
Too bad in house engines are costly to develop so suits choose these cheap supermarket engines instead
Yet another game where Frame Gen Mods will be a must because the native implementation of FSR is outdated.
Same bro I am also using nuekm version.dll version I get much better results like more 30 to 35 fps
My issue with frame gen mods is that the UI tend to suffer horribly , it can happen with native implementation but it's generally not that noticeable unless your base frame rate is low and close to 30 fps , but with fsr mods it's very common ( like with horizon forbidden west but atleast they added it officially in that game )
Frame gen in this game is quite bad though
For fsr in particular at least we are talking about 10-15 fps increase in most cases. You can instead use Lossless Scaling's frame gen and suddenly you are seeing a X3 or even X4 increase in fps
@@killer8217gaming 3x and 4x have a lot more artefacts , personally i wouldn't go past 2x but i haven't tested the game yet to know how it compares to fsr FG
@@killer8217gaming this is just a lie. Lossless scaling LSFG alone takes from 1/4 to about 1/3 of a performance
Wow I found a fix to the whole latency issue completely for me, as long as you cap your fps to 30 it will fully fix it. What's weird is that if you have like 31 fps uncapped your latency will be like 150-200 but as soon as you cap it goes down to like 30, I feel this games got a major bug on pc with performance because that doesn't make any sense as to why it would get rid of latency
Fixed my problem ty
I appreciate this kind of work which allows me save time and get to the game quicker whilst getting the best FPS I can. Thank you.
On an RX 480 I found a 55% FPS increase by going from TSR to FSR (as well as a very unexpected quality boost). Graphic setting optimization is an art
I'm using a 7900 XTX and I also saw a performance jump using FSR over TSR. Additionally, I found TSR looked visually worse (at 4k) so there's that.
@@Accuaro So tsr looks bad here? I was playing lord of the fallen and tsr looked pretty good.
@@12coco100 I'm basing my judgement from the way the water looked, so at least from this benchmark FSR looks better.
When the game comes out and your character is in motion/fighting I'll have to see if I stick with FSR or not :)
@@12coco100 with TSR the water looks absolutely horrible
@@12coco100 yea, I'm used to TSR looking better than FSR, but at least on this benchmark tool, TSR looks very bad
The grass flickering is due to upscaling.
I think its nanite and the polygon up/down
Not in dlss
@@Fronioll9973 of course it is not with your green glasses
@@gunturbayu6779 But but but, Ngreedia is better than AMD right?
@@Fronioll9973 yes, even in DLSS; I tested myself and it's very obvious on my system, at 1080p and 2k.
Using yourself as a mouse pointer is hilarious :D This is why I love this channel. Keep up the good work Daniel!
I love this channel this is so chill
Big fan of your videos.
Thankyou for the settings!
Cool to see what it can look like on a 3060. Thumbs up!
Thank you for the time & effort, Daniel.
You're an angel Daniel, so much effort and time to help people enjoy the game when it will be out! You definitly did right to stay teacher and hardware reviewer, but this must a lot of work! Take care of yourself, peace!
Nice video, I like that you are now doing realistic settings videos to show realistic performance. No one plays on a 3060 with Max settings. Keep up the great work, this is your BEST video so far!
Because the game is not open world it doesn't use much VRAM which is nice. The 4090 has to run Raytracing at Low settings to get 60FPS at 1440P is WILD...
Correction. At 50% dlss performance to get 60.
Huh? I have a 4090 and the benchmark scored 100 fps at Cinematic/RT-Very High/DLSS-Q (75%) at 3440x1440 ultrawide. Or are you referring to actual gameplay?
@@artyboy1377 Sorry forgot to say on 4k
@@artyboy1377my 4090 using cinematic/max ray tracing/50% upscale got around 90 fps. Ppl using non upscale/ no frame generation fps to make a statement is just weird. Try 2077 maxed out ray tracing without upscale and frame generation 😂
@user-ud1wc1we9y For me I'll always use DLSS upscaling instead of native even if the game is easy to run. Technology have come a long way. But 50% upscale is pretty steep lol.
The only review i respect, using native resolution as a reference unlike the others channels using ai Frame generation and upscalers !!!!
Very thorough and well made video. Way to go.
fantastic, much appreciated!
Amazing work dude thanks ❤
1:54 omg is that a Nicklelback reference ?!?
Lol 🎵look at this frame rate graph...🎵
Thanks Daniel!
So running the benchmark on Ryzen 5900X & Radeon 7900XTX, to get a smooth experience, I cap at 60FPS, VSync on, Cinematic, 4K, 100% scaling and FSR, FG OFF.
Driver 24.7.1. Minimum: 28fps, Avg: 30FPS, Max: 40FPS.
Waiting for new Adrenalin drivers and I guess in the actual game, I may switch to your optimised setting and work from there. I may not want to switch on FG coz this is a melee and weapon focused game like Elder Scroll.
Can't run RT on the 7900XTX at 4K, like Cyberpunk 2077 but I did try to see what the fuss was about.
In RT, water transparency and lighting is awesome. Shadow cast on trees and faces look great. In Cinematic, close-up water transparency looks garbled, lighting is good. Shadows are bad.
However, from wide angle, in Cinematic, water reflection is excellent, textures and global illumination is great. There is no simmering from RT artifacts at the edges of leave and grass, although there is minor artifacts from anti-aliasing in FSR and XeSS modes at extreme close-up.
This game really loves global illumination and shadow. Much more than Cyberpunk.
I can push 66% scaling and get very nice quality using FSR but I always prefer the crispness in native resolution.
Kinda wish we had one GPU example somewhere between a 4090 and 3060 tbh. Maybe a 4070 or 7800xt or something would be a decent middle ground
Yall dont even have to worry! They confirmed that ray tracing is always on so in game you can turn it off unlike the benchmark! The "full' ray tracing is actually path tracing! So when you turn that off ray tracing is still on. I hope you realize that also daniel. So you can further optimize and or customize settings on the launch of the real game. Enjoy+
Everyone that was freaking out can now relax because once you tunr off ray tracing in game like any other game the performance def goes way up. So all good! Lol
Source?
UE5 uses Lumen at the higher global illumination settings, which is a type of RT, which is probably what you are referring to.
No im talking about them confirming it on reddit in responses to comments lol. Thats why they used the words "full" ray tracing its indeed for path tracing. Ray tracing is still on which indeed is why it reacts like ray tracing is on even without it! That's why maxed out even without rt it's like 30fps on a 4080super maxed out lol. @danielowentech
No, ray tracing is not on when turning it off, I confirmed it via nvidia's profiler, zero RT core usage. Lumen is a form of ray tracing, that is what they are talking about.
@ygny1116 zero RT core usage =/= no RT. Software Lumen uses compute for RT instead of cores, and can be vastly scaled down in quality. You can't really turn RT off per se, but you can get a bump in performance nonetheless. So in a way you're both right. To me, software Lumen is still RT even if it using RT cores, the same way gtx cards can run Q2RTX in compute.
Daniel, thanks so much for saving us money!
Hi Daniel. I have R7 5700x3D and RX 6900XT resolution 3440x1400 TSR 80%. At one moment, I thought, "what if I turn on frame generation in the AMD driver." Turned it on! It's working!!! As a result Ultra Settings: - lock 30 FPS in the benchmark + TurnOn generator in the benchmark + TurnOn generator in the driver = 120 FPS with power consumption of +/- 260 Watts
Зачем играть в 4к на УЕ5 нп 6900, заняться нечем? 1440п достаточно, у тебя проц и карта явно не для 4к. Тем более там встртенный люмен в движке. Зачем всё это? зачем...
@@mitsubishidion8514 Затем что ЛИЗНИ Хуангу!!!
How to optimize over 70% of modern AAA games: "Raytracing: OFF".
And DLSS Quality
I've found medium to work good in most cases and I'm rocking an AMD card.
Granted have only tried FH5 and Layers of Fear thus far.
Well, the game is already using software RT (Lumen) in all of the preset modes. The RT option in this game is just Path-Tracing.
.. let's not forget AA (anti aliasing) = Huge performance hit + blurred/fuzzy IMAGE = → GHOSTING ← 🙄
@@DirranProductions RT(or path tracing) simply isn't worth it unless it's highest level imp. The lumen in UE5 already looks good,no point cutting performance for path tracing.
My guess is that reflection quality probably only dictates SSR, which is why it doesn't impact performance too much. Off screen reflections will probably be handled by Lumen when RT is turned off, so Global Illumination Quality would probably also impact reflection quality as well.
This game doesnt use lumen reflections only global illumination its either ssr or hardware rt for reflections
@@xtr.7662 I tested it, there are off screen reflection with RT disabled. So either they're using reflection probes, which is unlikely, or Lumen reflections are being used. Also, with RT low there's only SSR on the water.
thank you daniel,very cool!
For AMD users, use TSR. FSR has a lot of ghosting with moving objects like the leaves. XeSS on the other hand has shimmering issues with the grass.
XeSS Dp4a or actual native Arc XeSS?
I actually found that FSR is looking really nice in this Game and i also find that XeSS is worse in this one so i would absolutely avoid it.
To me even on consoles TSR looks way better than FSR.
FSR gives the highest averages than DLSS and TSR and XeSS. But the visuals... guess it's best to tinker around with the main settings first. And then slap in TSR. 🤷♀
@@rulewski33fsr looks horrible in every game tsr and xess are superior optionss
For reference, the PS5 version of Black Myth includes two modes - 4K at 30fps and 1440p at 60fps.
1440p (DLSS Quality mode, Frame Generation ON, "Cinematic" preset with NO Ray tracing)
This is my configuration for the RX 7800XT for the best fidelity/performance:
3200x1800p 50% res. FSR (Upscaled from 900p)
-View Distance Quality: Cinematic
-Anti-Aliasing Quality: Cinematic
-Post-Effects Quality: Cinematic
-Shadow Quality: Very high
-Texture Quality: Cinematic
-Visual Effects Quality: Very high
-Hair Quality: Very high
-Vegetation Quality: Very high
-Global Illumination: Very high
-Reflection Quality: Cinematic
Avg Framerate (No Frame-Gen): 51fps / Min. 41fps / Max. 60fps - 247W consumption//GPU 66C degrees average
Avg Framerate (Frame-Gen): 60fps / Min. 54fps / Max. 60fps - 180W consumption// GPU 57C degrees average
I look for at least 40fps of real frames before enabling Frame-gen for maximum response. Frame-gen also allows for the GPU to be more efficient and cooler.
Using a more appropriate CPU would've been more beneficial to show a realistic or likely outcome, especially if you're providing optimized settings. I don't know many people pairing a 7800X3D with a 3060.
The GPU is the bottleneck here. The 7800x3d barely went above 10% usage here.
A 5700x or 5800x would provide similar performance figures.
@@massterwushu9699 thanks for clearing that up for me
As a 3080 user I'am very happy that UE5 uses small amounts of VRAM.
Even tho my goofy ass only has anRX6600 this video helped me a lot as well.
i managed to get my 3060ti 11400f system to get a smooth 60 fps with an overhead of 10-15 frames on 1440p dlss quality, medium-high settings but I'm afraid this benchmark is far from worst case scenario. I'm afraid it's gonna drop like hell in big fights etc
i'm using 4060 ti and i'm having an issue with tsr and fsr frame gen, the lighting is flickering, unlike dlss which is okay
forgot to tell, inmy case, fsr and tsr frame gen only works in the new compatibilty mode
Don't comment this bro , the amd users will get offended and will try to prove that how fsr looks better than dlss 🤡
Same here, TSR broken in my experience too. Plus, FSR frame generation is broken on Nvidia especially for this game
@@Fronioll9973Actually, you are only fanboy here. Nobody cares if DLSS or FSR is better
@@Fronioll9973 well gotta say at some point fsr looks better in this game, but cost me -10fps compare to dlss which still looks okay ish
@@ALLInOne-vq5em 🤡 no one cares ahh yes bcs dlss is already better and looks like native but I don't have this feature so I will assume that no one cares , classic amd me at rider comment
Leave the game at ultra, fsr at 75%, activate frame generation, leave the game resolution at 2k, lock the FPS at 30, in the video card driver, in the game profile activate Super Resolution and AFMF, game locked at 30, the frame generation will double to 60 fps, and when AFMF is turned on it will take 60 FPS and double it to 120 FPS, that's it, you will play at 120FPS with low consumption of the video card.
The benchmark worked fine for me. Turn off RT and DLSS @50 on a 4070 ti Super 7800x3d. System response time is high however, 75ms at peak. FPS around 90 to 100 fps
what resolution?
@@bobbylow175 4k
50% is crazy
@@anthonyortiz4254 Just an FYI (in case you are getting the game and want to test this), you can easily use DLSS @70-80 and still get 80 or more FPS by simply tweaking the settings Daniel talked about.
I personally tested it on a 4070ti (4k) and with all setting set to very high and DLSS @70 I was only getting 60 - 70fps, turning down the settings Daniel talks about at 15:44 to just high netted me like 15 - 20 fps, so there is a lot of performance to be gained there.
@yourlocalhuman3526 50% is basically the standard performance mode. Nothing too crazy if you want to achieve 4K with a 4070
I got 70fps avg using your settings with only shadow quality on low instead of medium with my 3060ti. Thanks!
Superb work.
Great job with this. This is truly useful stuff, even for people with stronger cards, i tested the game on my 4080 too.
RT mode is completly useless in my opinion, the performance hit at Very High rt is like -50% fps and yeah reflections look better but the base cinematic preset already looks so good, it's not worth it, instead it's better to invest that performance in higher base resolution.
I'll also say this in 1440p/cinematic/dlaa/rt very high i got 30fps (with 1% lows 27 lol), without rt i had 55 fps.
The entire lighting and shadows look way better with the full RT mode. Even with ray tracing on low on the full path traced mode looks better than the Lumen ray tracing. You would be better off turning down some of the cinematic settings to enable Path tracing.
@@mojojojo6292 When i tried it in other games it didn't change much when in comes to performance, probably since path tracing replaces most demanding things like reflections, global illumination and shadows..
one consideration when comparing visual differences between presets, maybe keep the texture setting uniform between them depending on vram capacity and usage.
it's kinda weird how little change the visual quality between cinematic and low presets, most people wont notice the difference if you give less than 5 seconds to check an static scene
Some AMD vs Nvidia benchmarks would be nice. From what I've seen, even with full RT disabled, it still favors Nvidia, even though this engine generally favors AMD with Software RT.
But what does "full ray tracing" even mean in this game? Is it hardware Lumen instead of software Lumen?? Is it path tracing? If you disable full RT but put global illumination to max, does it use hardware RT? Or just max quality software Lumen RT?
4K Native settings with RT off 4090 is at 76 FPS, Ran a test with a 7900XTX at 4K Native and got 64 FPS. So the 4090 is 12FPS faster at 4K native than the 7900XTX I tested. Raytracing is always on. Enabling RT is path tracing modes. AMD's regular RT in this game actually did alot better than I thought. But it needs alot of upscaling and frame gen to run the path tracing modes.
Full RT means path tracing. It's what Nvidia call it as well.
I'm not sure what the difference is but on my system VRAM usage is not low. I just ran a benchmark at your optimized settings with DLSS 66% at 1440p on a 3080ti and the game used 11.7GB according to the benchmark results page. I averaged around 90fps with those settings. Other relevant system specs: 12600k, 32GB DDR4 3600MHz, Windows 10, Driver 560.81.
RTX 3060 is great. I used to own one. But I would like to see something like RX 6800, RX 6800XT or RX 7800XT in such scenarios. A popular AMD graphics card to be precise. RX 6800 seem to be powerful enough to do some RT stuff in such title.
Forget it RT is crazy Demanding in this Game. Even with Low RT on my 7900XT i could not make it run decently without significantly dropping the Render Resolution or Settings. A 6800 will probably just melt on the Spot.
@@rulewski33Isn't amd far behind in raytracing compared to nvidia
@@reckoner1197 Performance wise yes. Their cards are more built for raster at the moment.
Their FSR 3.2 or whatever has caught up pretty well for software side but isn't quite as good.
6800xt user here, forget about turning RTX on😂
Just forget it, the performance impact are much higher than the visual improvements that you will be getting. It's just not worth it if you are still struggling to get 60 fps even without the additional Raytracing. 🤷♀
I actually noticed something running the benchmark on my gtx 1080 and I'm a bit confused. Apparently frame gen is working (?) with it. Atleast I get almost double the fps with it enabled even though the GTX 1080 shouldnt support it.
With it enabled:
FPS Counts:
AVG: 54
Maximum: 67
Low: 50
Minimum: 45
With it disabled:
FPS Counts:
AVG: 33
Maximum: 40
Low: 29
Minimum: 24
With the exact same graphics settings just for the first frame gen activated and for the second frame gen disabled.
Pc Specs:
CPU: Ryzen 5 4500
GPU: Palit GTX 1080 Gamerock premium edition
Mobo: B450-m A-pro max
RAM: 16 gb (dual channel) 3200 mhz cl 16
Storage: 1 TB Samsung 980
PSU: Be quiet System power 10
I have a Zen 4 7940HS, 16Gb of ram, RTX 4070 8Gb (laptop), and a 1 TB NVMe SSD; avg: 60FPS, max: 69FPS, min: 53FPS, and low 5th: 54FPS. My setting are:
Resolution: 2560X1440
Graphics preset: high
Full ray tracing: medium
Super resolution: 75
DLSS: on
Frame generation: on
Daniel. I hope you read this comment. Have you ever heard of RGB lighting with color cycling affecting the CPU and causing the periodic stuttering? I hope this can be covered by you. Thanks. I heard this first through Blackbird PC
Im sure we will get updates on the upscalers at some point in the near future cause honestly every upscaler doesnt offer a great experience.
i wish all benchmarks had a input lag section, a simple map where you could only move the camera around and look at a nice scene.
fps is not a good metric, i only want higher fps to get lower lag so my inputs feels instant. at least for now.
Damn can’t wait for this game.
CPU wasn't a bottleneck for me (Ryzen 3000 + RTX4070) at any setting, but that likely will change in the GAME itself.
So, I did my own testing, and wanted to share my results. To be clear, I have a very high end system, with a 7800x3d and an RTX 4080. My output resolution was 4K with DLSS at 50, (I assume that means Performance mode). I had FG and RT off and everything else on high. My average frame rate was around 105 fps.
During my first benchmark run I had one super gnarly traversal stutter halfway through the benchmark. Everything else felt very smooth to me. The graph at the end had some very minor dips, but not nearly as bad as shown in the video. Overall I’m pretty happy and will probably buy the game a few weeks after launch.
Doing my own quick benchmarking yesterday, I noticed something a bit odd. The resolution slider doesn't appear to make much of a difference in FPS until you hit the thresholds they have set like quality/balanced/performance etc. Example slider at 88 gave me basically the same fps as the slider at 66, but bumping the slider to 90 severely changed performance. I'd be interested to know what is going on there, and whether or not the slider is working correctly and you're actually getting the correct pixels with what the slider is set at, or if it only matters what the threshold says it is.
Oh god, thanks for the informative content. Saving my arse.
Daniel can you please test this game out with different SSDs?
I'm getting horrible stutters and would like to know what SSD I should buy for this and future UE5 games.
I'm very curious about the combat performance, because that's going to be critical.
Why is the draw distance so low for shadows and other textures and assets? Seems so strange, as does the shadow flickering. I think they need to spend some more time on this before release.
Shadow draw distance scales with the shadows setting. Anything below very high and you will get noticeable pop in, unfortunately
I got weird purple trees with full ray tracing on with a 7900xt. The only other game that produced this was returnal for me, and they fixed it in a driver. Hopefully its fixed in full release
I don't have a 3060 but I do have an A770 which is about the same and running at 1080p on a Ryzen 7700 I get 60 fps at 1080p, medium settings with XeSS on and 75% supersampling. RT is off, obviously.
Max out to 30 FPS lock, use Lossless Scaling.
Hi Dan
I watched your analysis of Black Myth: Wukong and decided to run the benchmark tool on my PC. I also saw others on TH-cam with the same specs as mine benchmarking the game. With everything set to Very High, including Ray Tracing (DLSS OFF), at 1080p, I averaged 60 FPS.
Pleased with the performance, I bought the game yesterday. However, when I ran the in-game benchmark with the same settings, my FPS dropped to an average of 25. I'm not sure what's causing this significant drop. I've noticed others on Reddit reporting similar issues. Could you help us troubleshoot this?
My specs: 32GB Corsair Vengeance, Intel i9-12900K, RTX 3090.
Some are saying capping at 30fps improves a lot of latency and stuttering, even keeping it unlocked going to 31fps triggers issues
TBH it's Unreal engine in general is like that, I get the same problem in Mechwarrior 5 which uses Unreal 4.
There's a stutter fix for Unreal 4 games by disabling Control Flow Guard on that specific game. It fixed borderlands 3 for me.
@@blkshp25 Thanks I will give that a go.
@@blkshp25how you do that?
@@jose131991
Search for "Exploit Protection" and run it
Open Windows Security.
Navigate to the App & browser control and click on Exploit protection settings.
Click on the Program settings header, followed by Add program to customize.
Add the program by its executable filename or by browsing to it.
Scroll down to Control flow guard (CFG).
Enable Override system settings and ensure the toggle is set to Off.
Click on Apply to save the changes.
Restart the system to allow the changes to take effect.
@@jose131991 Search for "Exploit Protection" and run it
Open Windows Security.
Navigate to the App & browser control and click on Exploit protection settings.
Click on the Program settings header, followed by Add program to customize.
Add the program by its executable filename or by browsing to it.
Scroll down to Control flow guard (CFG).
Enable Override system settings and ensure the toggle is set to Off.
Click on Apply to save the changes.
Restart the system to allow the changes to take effect.
What I don't get is that why the game doesn't utilize the VRAM more. I run a lot of 4k scaling test with different settings and usually in modern titles, VRAM will start to ramp up with higher resolutions + ray tracing. Not complaining, but seems to me like the game could utilize available memory better. Maybe the draw distance is holding things back, or many other smaller factors. I'll test more after I have time to play the game.
It's UE5. Like most current gen only engines it uses asset streaming. You don't need to load tons of assets at once then use things like elevators, door animations ECT to hide that you are loading new ones. You just swap them in real time. Also don't need to load multiple versions of assets for LoDs, as that can also just be adjusted in real time.
We had a few past gen games that got current gen updates. Games that used older methods for handling assets that used more vram than needed. But we haven't had a UE5 game that uses 10gb even at 4k. Current gen games bandwidth is more important than vram amount.
Its not a open world game so not as many textures to load. Open world games use alot more VRAM. This is a linear travel path game.
@@SemperValor The problem that I had with the game was the limited draw distance even when maxed out. Things popping in and out + the texture details. Raise all of those a lot, the game would require way more VRAM. I'm still waiting more patches and maybe mods to deal with current issues (effect options for depth of field, …). Not UE5 title, but Alan Wake 2 was a linear game, but there were massive VRAM usage at any rendering resolution. But all the object really got max textures, so it looked sick. I wasn't that impressed by the Wukong's visual quality.
That's a good and bad sign at the same time. Good because low VRAM cards don't have to struggle a lot. Bad because with that low usage, it was expected that the textures not going to look very crisp and nice. And also if the RAM usage keep going higher and VRAM usage stay low, that's not a good sign either because that might lead to VRAM leaks like in Nixxes games where it start introducing performance issues later in the game. Got me wondering how Daniel was being able to get RAM usage up to 15GB. The highest I have seen on 3060 on 1080p was 11GB even on Cinematic settings. 🤔
Probably because it doesn't have as much lighting data baked in because it always uses ray tracing.
Thanks men.
thank you so much, some reports the blurry issue, did you encounter the same issue? if so, is there a way to reduce the blurriness in the benchmark tool? thank you
today is a teacher mode (glasses). maybe next time we will see daniel on his gym and musician mode. lol
I wish I could see this “grass flicker”. I watched that part of the video in both videos like 20 times and can’t pick up on it.
I have a 4070S, and whenever I activate FRAME GENERATION I have problems with image breaks, I've enabled/disabled V Sync, enabled/disabled DLSS, limited/removed frame limit. Any personal tips?
I thank you very much.
it would be interesting how native Frame Gen (FSR/DLSS) fares against Lossless Scaling's Frame Gen
You will hit over 16GBs at 4K with RT at Cinematic at Native.
On my tests I see that it commits more system RAM that I have, at any setting (from 18 GBs to 20Gbs, I have 16). I don't see that on thee benchmarks and I wonder why.
It's incredible how Epic still cannot fix this issue. It's been an issue at least since from Unreal 3 but more prevalent since Unreal 4. It just baffles me how a billion dollar company cannot fix it when some indie engines or small scale engines don't have any issues like this. Even Epic's own flagship game Fortnite has these.
Surprisingly Thrones and Liberty, NCsoft game using Unreal engine doesn't have shader stuttering at all, at least not in the open beta it didn't have.
In case this help someone :
Settings:
Shadow Quality - High // Global Illumination - High // Everything Else - Cinematic // XeSS - 80
Specs - RX7800XT // Ryzen 5 7600x 5.6ghz // 32GB DDR5 6000mhz // Install on a m2
Average FPS 77 // Maximum FPS 95 // Minimum FPS 56 // Low 5th FPS 63
Pushing shadow or global i was getting 53/54 in same parts so i prefer more stable fps
The GOAT
I'm using 7900XT, the test used over 16M vram in your suggested optimized setting at 1440p. FYI
I think you are talking about ram and not vram
@@Biggie971 I confirm it's 16M Vram. I think it was sort of bugs when I switch tests between xess and fsr.
I am reassured. I have a 4090, 7950x and 32 gigs 6000 ram and full on, I was getting 47 fps. Basically this game brings your PC down on its knees. Scared of GTA now hehe
The optimized settings on my 6700xt get like 105 fps and looks awesome. (Using fsr and Frame gen)
Im afraid that Stalker 2 with its huge world in UE5 will have the same shader stutter.
I got traversal stutter in same two spot running on lowest settings 720p 30fps locked.
Spec: 13700kf, rtx4080s, msi z790, gskill 32gb 6400 cl32, win11.
global illumination had the biggest impact for me, just set to low
On Red Dead Redemption 2 I get stutters when in Borderless display mode when I switch to full screen mode the stutters are completely gone. Does black myth have a full screen mode? as it may help.
I'm hoping the game will be playable at 1440p 60fps+ with 4070/7800xt
Tried both tsr and fsr and fsr looks better and gives more frames until the end where the leaves are moving across the screen and then fsr puts a lot of ghosting on them and is immersion breaking
Perfect!
monke
King!
Monke, you've shown me Monke
hmmmmmmmm
retvrn
he talks about vram and how it do not use much, well i maxed out the benchmark at got 16gb vram usage at one point.
Did anyone else notice green dots at the bottom left at the beginning of the benchmark?
Motion Blur - Off
View Distance Quality - Cinematic
Anti-Aliasing Quality - Cinematic
Post-Effects Quality - Cinematic
Shadow Quality - High
Texture Quality - Cinematic
Visual Effect Quality - Very High
Hair Quality - High
Vegetation Quality - Very High
Global Illumination Quality - Very High
Reflection Quality - Very High
Ray Tracing - Off
FSR - 70(Quality)
Frame Generation - On
With These Settings You get 120fps Average on 7800xt
My Spec - Sapphire Nitro+ 7800XT , 7800x3d , 32 GB RAM
On what resolution?
@@richardrichter2285hilarious. Resolution is the single most important piece of info lmao
While on the topic of optimized settings:
Does anyone have any idea why the new/beta nVidia app seems to think that my 1440p native resolution monitor isn't enough and they try to scale all games to 2160p (4k) whenever I check their "optimized settings" for all the games I have installed? That seems quite stupid to me.
Depending on your specs it will default to higher settings in games if it thinks it can handle it. So in your case it's likely forcing DLDSR for increased picture quality because you have a rig that can handle it
Disable dynamic super resolution on the NVIDIA control Panel. "DSR - Factors" Disable all the checked boxes.
@@riven4121 Yes, ok, that might be it. Got a 7800X3D, 32GB RAM and an original RTX 3080 10GB.... maybe it works depending on the game. Some games (like No Man's Sky) turn into slideshows with the nVidia app optimized settings tho.
That thing has been here since Geforce Experience already. I never use it since it keeps messing my settings in game anyway. I prefer it manually of each graphic settings like actual optimized settings which you can see the visual and fps difference like in BenchmarKing, Zykopath, Dwindling FPS and etc. 🤷♀
I see the graphics are better then ff7 rebirth and if it will be performance just like in ff7 rebirth , I will buy on ps5 , and I have i7 rtx 4060 ti 16 gb vram, 32 ram , ssd. , but denuva is problem. still thanks Daniel 😊. PS. IGN china released gameplay on ps5 and I think it looks and plays good , so if u don’t have 4080 or 4090 , i think it’s for Best Buy on ps5 ( those who have ps5 of course)
Sorry but what does denuva mean?
I tinkered with all settings on my potato of a 1070 and 2700x.
For me TSR has more shimmering than FSR. Xess is unplayable for me.
I kept everything at cinematic amd only shadows on high which net me around 40-42 fps with FSR on and percentage set to 60 percent ie balanced.
Just keep shadows on high, global illumination and the setting for atmospheric fog(visual effects I guess) on very high and you should be fine.
Whats even more wild is that UE5 still has no way to fix traversal sttutters. Just add a loading screen and allow the game to use more system ram/vram if its available and a multi streaming background loading 😅
Even mind boggling is that the game has the precompile shaders but somehow still stutters! Still better than no precompile shaders at all and expecting players to caching all the shaders throughout 5 hours of gameplay. Ain't anyone got times for that. 🤧
My trusted evga 1080ti will cry 😢
Ue5 is a bad engine and people won't be happy with it until we all have 5000/6000 series graphics cards.
i have something interesting.. when im using like 67% Resolution i have horrible microstutter with my rx6800.. when im using fsr and frame generation with 100% scaling resolution i have NO microstutter.. 0%.. Graphics are custom, a mix of cinematic and shadows and hair on high. Very playable.
fsr 100% is just original graphic
@@yuluoxianjun but why is that running better than with 67%?? Makes no sense..
@@Tenpinmaster really?dlss 67% graphic is worse than original or fsr 100%,my 3060 fps act better with dlss 89% than fsr 100%