Virtual Reality – BabelTechReviews https://babeltechreviews.com Tech News & Reviews Sun, 01 Jan 2023 19:32:45 +0000 en-US hourly 1 https://wordpress.org/?v=6.6.1 https://babeltechreviews.com/wp-content/uploads/2023/03/BTR-logo-blue-square.svg Virtual Reality – BabelTechReviews https://babeltechreviews.com 32 32 First Look at Arc VR Performance https://babeltechreviews.com/first-look-at-arc-vr-performance/ https://babeltechreviews.com/first-look-at-arc-vr-performance/#comments Sun, 01 Jan 2023 19:32:45 +0000 /?p=29329 Read more]]> A770 vs. RTX 3060 VR Reverb G2 Performance Charted

Although Intel’s A770 drivers installed easily and we set up our Valve Index, SteamVR refused to recognize the Index and Intel confirmed lack of Arc driver support. Fortunately, we were able to set up a Reverb G2, a WMR (Windows Mixed Reality) headset, and charted A770 performance versus the RTX 3060 using FCAT VR.

The Reverb G2 is a much more demanding headset than the Valve Index. We do not recommend using entry level VR cards like the A770 or RTX 3060 to drive it any more than we would for 4K pancake gaming, but the G2 is our only WMR headset. Fortunately, despite many crashes to desktop, we were able to benchmark six VR games on generally the lowest settings using FCAT VR.

VR Games & Settings

We benchmark using FCAT VR on Windows 11 Pro Edition 2H22 with Intel’s Core i9-13900KF, and 32GB of T-Force Delta RGB 6400MHz CL40 DDR5 2x16GB memory on an ASUS Prime-A Wi-Fi Z790 motherboard with fast SSD storage. All VR games and benchmarks are patched to their latest versions, and we use Intel’s most recent drivers.

For this review, we benchmarked the Reverb G2 using FCAT VR and allowed the default SteamVR 100% render resolution (3168×3096). It uses a factor of ~1.4X (the native resolution is 2160×2160) to compensate for lens distortion and to increase clarity. We are going to compare the performance of the A770 with the RTX 3060, generally at each game’s in-game lowest VR settings.

Here are the six VR games we tested.

VR Games

  • Elite Dangerous
  • F1 2022
  • Moss: Book II
  • Project CARS 2
  • The Vanishing of Ethan Carter
  • The Walking Dead: Saints & Sinners

IMPORTANT: BTR’s charts use frametimes in ms where lower is better, but we also compare “unconstrained framerates” – measuring only one important performance metric – which shows what a video card could deliver (headroom) if it wasn’t locked to either 90 FPS or to 45 FPS by the HMD. In the case of unconstrained FPS, faster is better.

In addition, FCAT VR does not distinguish between dropped and synthesized frames using the G2.

Let’s individually look at our 6 VR games’ performance using FCAT VR.

First up, Elite Dangerous.

Elite Dangerous (ED)

Elite Dangerous is a popular space sim built using the COBRA engine. It is hard to find a repeatable benchmark outside of the training missions.

A player will probably spend a lot of time piloting his space cruiser while completing a multitude of tasks as well as visiting space stations and orbiting a multitude of different planets. Elite Dangerous is also co-op and multiplayer with a dedicated following of players.

We picked the Lowest settings but we left the Field of View on its maximum.

Here are the frametimes.

Here are the details as reported by FCAT-VR:

The A770 managed 69.73 unconstrained FPS with 3301 (40%) synthesized or dropped frames but no Warp misses.

The RTX 3060 delivered 77.41 unconstrained FPS with 4667 (50%) synthesized or dropped frames and no Warp misses.

Although the A770 delivers only ~10% less unconstrained frames per second, the Elite Dangerous VR experience is much better using the RX 3060. The A770 framerate delivery is uneven leading to visible stutters which break immersion.

Let’s look at F1 2022.

F1 2022

Codemasters has captured the entire Formula 1 2021 season racing in F1 2022, and the VR immersion is good. The graphics are customizeable and solid, handling and physics are good, the AI is acceptable, the scenery is outstanding, and the experience ticks many of the necessary boxes for a racing sim.

Here is the frametime plot for F1 2022.

Here are the details as reported by FCAT-VR.

The A770 managed 38.58 unconstrained FPS with 5935 (61%) synthesized or dropped frames but no Warp misses.

The RTX 3060 delivered 59.13 unconstrained FPS with 6202 (54%) synthesized or dropped frames and no reported Warp misses.

The A770 falls way behind the RX 3060 in raw performance. The A770 framerate delivery is fairly even due to Motion Smoothing, but the artifacting is very annoying and there are immersion breaking stutters.

Next, we look at Moss: Book II.

Moss: Book II

Moss: Book II is an amazing VR experience with much better graphics than the original game. It’s a 3rd person puzzle adventure game played seated that offers a direct physical interaction between you (the Reader) and your avatar, Quill, a mouse that bring real depth to the story. Extreme attention has been paid to the tiniest details with overall great art composition and outstanding lighting that make this game a must-play for gamers of all ages.

Although Moss II boasts very good visuals, it is so well-optimized and undemanding that we use its in-game highest settings.

Here are the frametimes plots of our cards.

Here are the details are reported by FCAT-VR:

The A770 delivered 52.85 unconstrained FPS with 2343 (41%) synthesized or dropped frames but with 18 Warp misses.

The RTX 3060 delivered 48.69 unconstrained FPS with 2691 (48%) synthesized or dropped frames and no Warp misses.

Although the A770 delivers a much higher unconstrained FPS, the A770 delivery is uneven leading with a large chug or lag every few seconds. The RTX 3060 delivers a solidly passable experience relying on Motion Smoothing for even FPS delivery suitable for this slow-paced game.

Let’s continue with another VR game, Project CARS 2.

Project CARS 2 (PC2)

There is still a sense of immersion that comes from playing Project CARS 2 in VR using a wheel and pedals. It uses its in-house Madness engine, and the physics implementation is outstanding.

We used minimum settings including SMAA low (no MSAA/enhancements off).

Here is the frametime plot.

Here are the FCAT-VR details.

The A770 delivered 43.39 unconstrained FPS with 5874 (56%) synthesized or dropped frames and no Warp misses.

The RTX 3060 delivered 42.48 unconstrained FPS with 7326 (61%) synthesized or dropped frames and no reported Warp misses.

The A770 matches the RX 3060 in raw performance. Although there are still stutters and visible artifacting, the A770 gives its best VR experience out of the games we tested and benchmarked.

Next, we will check out The Vanishing of Ethan Carter.

The Vanishing of Ethan Carter

Although The Vanishing of Ethan Carter is an older first generation VR game built on the Unreal 4 engine, it still boasts amazing visuals even on entry-level cards. Although it is considered by some to be a walking simulator, it is also an excellent detective game with great puzzles. However, be aware that its style of locomotion tends to make some of its players VR sick.

There are only a few in-game graphics options available, so we picked 100% resolution with TAA.

Here is the frametime plot.

Here are the FCAT-VR details.

The A770 delivered 82.54 unconstrained FPS with 3241 (34%) synthesized or dropped frames but with 1 Warp miss.

The RTX 3060 delivered 65.16 unconstrained FPS with 7073 (56%) synthesized or dropped frames and no Warp misses.

Although the A770 delivers a much higher unconstrained FPS, the experience playing The Vanishing of Ethan Carter was the worst of any VR game we tried that actually ran. The Arc framerate delivery was so uneven as to cause discomfort and nausea. In contrast, the RTX 3060 was able to deliver a decent and playable experience for a very slow-paced VR game.

Last up, The Walking Dead: Saints & Sinners.

The Walking Dead: Saints & Sinners

The Walking Dead: Saints & Sinner is the last of BTR’s 10 VR game benching suite. It is a first person survival horror adventure RPG with a strong emphasis on crafting. Its visuals using the Unreal 4 engine are very good and it makes good use of physics for interactions.

We benchmarked Saints and Sinners using its lowest settings but we left the Pixel Density at 100%. Here is the frametime chart.

Here are the details as reported by FCAT-VR.

The A770 delivered 170.3 unconstrained FPS with 723 (9%) synthesized or dropped frames but with 5 Warp misses.

The RTX 3060 delivered 121.96 unconstrained FPS with no synthesized or dropped frames and no Warp misses.

Again, although the A770 delivers a much higher unconstrained FPS, the A770 delivery is uneven leading to a lower delivered framerate than that of the RTX 3060 which delivers a solid VR experience. Our benchmarking points to Intel driver issues that need to be addressed.

Let’s check out unconstrained framerates and final thoughts.

A Note Unconstrained Framerates & Final Thoughts

Unconstrained framerates, although important by demonstrating the raw power of a graphics card, do not by themselves give the whole VR performance picture. Although the Intel Arc A770 won four out of six in this category, the VR experience was much better on the generally less expensive RTX 3060. We believe that it is likely that Intel’s driver issues are to blame. We plan to revisit Arc VR performance in a few months, hopefully using Steam VR

Stay tuned. Rodrigo has two not-to-be-missed in-depth major video card reviews coming shortly.

A personal note from BTR’s now retired E-I-C, Mark Poppin

After a great 15 years since ABT and then BTR were established, I am retiring from my duties as Editor-in-Chief and lead reviewer as of today, January 1, 2023. BTR’s has been acquired by JPR (Jon Peddie Research) splitting ownership with Mario who is now BTR’s manager, and Rodrigo is now the lead reviewer. I’ll continue to contribute some VR reviews regularly.

Thanks to all of our loyal readers who turn to BTR for the best reviews – It will get even better!

Happy New Year & Happy Gaming!

]]>
https://babeltechreviews.com/first-look-at-arc-vr-performance/feed/ 2
The Hellhound RX 7900 XTX Takes on the RTX 4080 with 50 VR & PC Games https://babeltechreviews.com/hellhound-rx-7900-xtx-vs-rtx-4080-50-games-vr/ Tue, 13 Dec 2022 05:05:31 +0000 /?p=29183 Read more]]> The Hellhound RX 7900 XTX takes on the RTX 4080 in more than 50 VR & PC Games , GPGPU & SPEC Workstation Benchmarks

The $999 Hellhound RX 7900 XTX arrived at BTR for evaluation last week from PowerColor. We have been comparing it against Nvidia’s new $1199 RTX 4080 Founders Edition (FE) and $1599 RTX 4090 FE plus five additional top cards. We focus on raw performance by benchmarking 42 PC and 10 VR games, GPGPU, workstation, SPEC, and synthetic benchmarks.

We will also compare the performance of these three new competing cards with the RX 6900 XT and RX 6800 XT reference editions and their competitors, the RTX 3080 Ti and RTX 3080 FE.

Features & Specifications

Although launched at reference $999 XTX pricing, the Hellhound RX 7900 XTX has its factory Game Clock set 30MHz higher than the reference version’s 2300MHz. According to PowerColor specifications, the Hellhound RX 7900 XTX can boost its Game Clock to 2330MHz (2270MHz Silent) with the OC BIOS. The Game Clock is the expected GPU clock while running average high-load gaming scenarios with a regular non-overclocked total graphics usage situation. However, the GPU Boost Clock can reach as high as 2525MHz – 25MHz higher than reference – by using the OC BIOS and we will test this.

Here are the Hellhound RX 7900 XTX features.

Source: PowerColor

Additional Information from PowerColor

  • The Hellhound has 2 modes, OC and Silent with a BIOS switch on the side of the card. Even on performance mode it’s said to be considerably quieter than reference board and the silent mode is indeed very quiet.
  • The 14 layer high TG PCB board has 12+3+2+2+1 Phase VRM design. Hellhounds are over-spec’d in order to deliver the best stability and overclocking headroom. By having high quality VRMs, it will run cooler and last longer.
  • DrMos and high-polymer Caps are used without compromise.
  • The cooler features three 9-blade ball bearing fans with 8 heat pipes (8X6?) across a high density heatsink with a copper base. The PCB is shorter than the cooler.
  • It uses mute fan technology and the fans stop under 60C.
  • The Hellhound RX 7900 XTX includes card stands for supporting it so as to not put extra strain on the PCIe slot.

The RX 7900 XTX is AMD’s brand new RDNA 3 flagship card, and the Hellhound represents one of the best choices for a mildly factory overclocked $999 card by virtue of its high-quality components and carefully selected GPUs coupled with good support and great warranty service.

The Test Bed

We benchmark using FCAT VR and FrameView on Windows 11 Pro Edition 2H22 with Intel’s Core i9-13900KF, and 32GB of T-Force Delta RGB 6400MHz CL40 DDR5 2x16GB memory on an ASUS Prime-A Wi-Fi Z790 motherboard with fast SSD storage. All games and benchmarks are patched to their latest versions, and we use recent drivers.

First, let’s take a closer look at the new PowerColor Hellhound RX 7900 XTX.

A Closer Look at the PowerColor Hellhound RX 7900 XTX

Although the Hellhound RX 7900 XTX advertises itself as a premium 24GB card which features ray tracing, Radeon Boost, and Anti-Lag, the cover of the box uses almost no text in favor of stylized imagery.

The back of the box touts key features which include ray tracing, Anti-Lag, DisplayPort 2.1, RDNA 3, FidelityFX, Infinity Cache, streaming aids, and Boost, as well as states its 800W power and system requirements. There is no mention of VR Ready Premium. Also highlighted are PowerColor’s custom cooling solution, Dual-BIOSes, fan improvements, and output LEDs. The default LED color is an eye-pleasing amethyst.

We open the box and note there are parts for a card stand.

The complete package contents except for the anti-static bag are pictured above together with the card holder parts. Above the stand is fully assembled. Although the Hellhound is relatively heavy, it is not 4090-heavy, and we didn’t feel a need for it.

The Hellhound RX 7900 XTX is a large tri-fan card in a three slot design which is quite handsome with PowerColor’s neutral colors and even more striking with the LED on.

Turning it over we see a sturdy backplate featuring the Hellhound logo which also lights up with amethyst being the default color.

Looking at either long edge, we see the entire PCB is covered by heatpipes and heatsink fins. Additional power is provided by the PSU’s 2 x 8-pin Molex cables to the card connectors. There is also a switch to choose between the default overclock (OC) BIOS and the Silent BIOS. We didn’t bother using the Silent BIOS as the card is really quiet anyway, but it is good to have in case a flash goes bad.

The card should perhaps be locked down with two thumbscrews instead of one because it is heavy or the stand can be used.

The Hellhound’s IO panel connectors include 3 DisplayPorts and 1 HDMI connection.

Below is the other end which is very plain.

The Hellhound RX 7900 XTX looks great inside a case.

The specifications look good and the card itself looks solid. Now let’s check out its performance after we look over our test configuration and more on the next page.

Test Configuration

Test Configuration – Hardware

  • Intel Core i9-13900KF (HyperThreading and Turbo boost at stock settings)
  • ASUS Prime-A Z790 LGA1700 motherboard (Intel Z790 chipset, latest BIOS, PCIe 5.0, DDR5)
  • T-Force Delta RGB PC5-51200 6400MHz DDR5 CL40 2x16GB kit, supplied by TeamGroup
  • Valve Index, 90Hz / 100% SteamVR Render Resolution
  • Hellhound RX 7900 XTX, 24GB, factory clocks, supplied by PowerColor
  • RTX 4080 16GB Founders Edition, stock clocks, supplied by Nvidia
  • RTX 4090 24 GB Founders Edition, stock clocks, supplied by Nvidia
  • Gigabyte RX 6900 XT GAMING OC, 16GB, factory clocks
  • RX 6800 XT Reference 16GB, factory clocks, supplied by AMD
  • RTX 3080 Ti 12GB Founders Edition, stock clocks, supplied by Nvidia
  • RTX 3080 10 GB Founders Edition, stock clocks, supplied by Nvidia
  • 2 x 2TB T-Force Cardea Ceramic C440 (5,000/4,400MB/s) PCIe Gen 4 x4 NVMe SSDs (one for AMD/one for Nvidia)
  • T-Force M200 4TB USB 3.2 Gen2x2 Type-C external SSD (2,000x2000B/s), supplied by TeamGroup
  • Super Flower LedEx, 1200W Platinum 80+ power supply unit
  • MSI MAG Series CORELIQUID 360R (AIO) 360mm liquid CPU cooler
  • Corsair 5000D ATX mid-tower (plus 1 x 140mm fan & 2 x 120mm Noctua fans)
  • BenQ EW3270U 32? 4K HDR 60Hz
  • LG C1 48″ 4K OLED HDR 120Hz display

Test Configuration – Software

  • GeForce 526.98 drivers for the RTX 4090/4080 and 527.27 for the RTX 3080/3080 Ti. Adrenalin 22.11.2 for the RX 6800 XT and 6900 XT, and press drivers for the RTX 7900 XTX.
  • High Quality, prefer maximum performance, single display, set in the Nvidia control panel.
  • High Quality textures, all optimizations off in the Adrenalin control panel
  • VSync is off in the control panel and disabled for each game
  • AA enabled as noted in games; all in-game settings are Ultra Preset or highest with 16xAF always applied – no upscaling is used
  • Highest quality sound (stereo) used in all games
  • All games have been patched to their latest versions
  • VR charts use frametimes in ms where lower is better, but we also compare “unconstrained framerates” which shows what a video card could deliver (headroom; higher is better)
  • Windows 11 Pro edition; 22H2 recent clean install for GeForce and Radeon cards using separate but identical NVMe SSDs.
  • Latest DirectX
  • SteamVR latest beta

Games

Vulkan

  • Sniper Elite
  • DOOM Eternal
  • Red Dead Redemption 2
  • World War Z
  • Strange Brigade
  • Rainbow Six: Siege

DX12

  • A Plague Tale: Requiem
  • Spiderman: Remastered
  • F1 2022
  • Ghostwire: Tokyo
  • Elden Ring
  • God of War
  • Dying Light 2
  • Forza Horizon 5
  • Call of Duty: Vanguard
  • Marvel’s Guardians of the Galaxy
  • Far Cry 6
  • DEATHLOOP
  • Chernobylite
  • Resident Evil Village
  • Metro Exodus Enhanced Edition
  • Hitman 3
  • Godfall
  • DiRT 5
  • Assassin’s Creed Valhalla
  • Cyberpunk 2077
  • Watch Dogs: Legions
  • Horizon Zero Dawn
  • Death Stranding
  • Borderlands 3
  • Tom Clancy’s The Division 2
  • Civilization VI – Gathering Storm Expansion
  • Battlefield V
  • Shadow of the Tomb Raider

DX11

  • Overwatch 2
  • Total War: Warhammer III
  • Days Gone
  • Crysis Remastered
  • Destiny 2 Shadowkeep
  • Total War: Three Kingdoms
  • Grand Theft Auto V

VR Games

  • Assetto Corsa: Competizione
  • Elite Dangerous
  • F1 2022
  • Kayak Mirage
  • Moss: Book II
  • No Man’s Sky
  • Project CARS 2
  • Skyrim
  • Sniper Elite
  • The Walking Dead: Saints & Sinners

Synthetic

  • Time Spy & Time Spy Extreme (DX12)
  • 3DMark FireStrike – Ultra & Extreme
  • Superposition
  • VRMark Blue Room
  • AIDA64 GPGPU benchmarks
  • Blender 3.3.0 benchmark
  • Geekbench
  • Sandra 2020 GPGPU Benchmarks
  • SPECworkstation3
  • SPECviewperfect 2020
  • FCAT VR benching tool
  • OpenVR Benchmark tool

Adrenalin Control Panel settings

Here are the Adrenalin Control Panel settings.

NVIDIA Control Panel settings

Here are the NVIDIA Control Panel settings.

Overclocking, temperatures and noise

We spent little time overclocking the Hellhound RX 7900 XTX for this review as we encountered some unexpected results that require further investigation. The card is very quiet and its fans never spin up even under a heavy load so as to be irritating or even noticeable. It’s quieter than the Gigabyte 6900 XT or the RTX 3080 Ti.

The Hellhound RX 7900 XTX is factory clocked 30MHz higher than the reference version at 2330MHz using the OC BIOS. According to its specifications, the Hellhound boost can clock up to 2565MHz out of the box. From our benching, we generally see it boosting even higher and it generally settles in above 2750MHz with peaks above 2780MHz.

The Hellhound temperatures stay in the low to mid-60s C with the fans quietly running well below 50% even using the OC BIOS under a full gaming load. It is an exceptionally well-cooled and quiet card.

Let’s head to the performance charts to compare the performance of the Hellhound RX 7900 XTX with six other cards.

The Hellhound RX 7900 XTX vs. the RTX 4080 FE and 5 other cards benchmarked with 42 games

Here are the performance results of 42 games and 3 synthetic tests. The highest settings are used and are listed on the charts. The benches were run at 2560×1440 and 3840×2160. Click on each chart to open in a pop-up for best viewing. Gaming results show average framerates in bold text, and higher is better. Minimum framerates are next to the averages in italics and in a slightly smaller font which represent a game’s average 1% lows (99th percentiles).

The first set of charts show the seven main competing cards. Column two represents the $999 Hellhound RX 7900 XTX performance in between the $1599 RTX 4090 FE in column one and the RTX 4080 FE, its $1199 primary competitor, in the third column. The RTX 3080 Ti results are in the fourth column next to Gigabyte RX 6900 XT OC version performance results in the fifth column, followed up by the RTX 3080 in the sixth and the RX 6800 XT in the seventh column.

“Wins” between the RX 7900 XTX and the RTX 4080 are denoted by yellow text. If there is a tie, both values are in yellow.

Playing with the RX 7900 XTX, Elden Ring locked up the PC even after verifying files and reinstalling Adrenaline drivers and it appears a driver issue prevented ray traced Guardians of the Galaxy running on the RX 6800 XT.

The Hellhound RX 7900 XTX and the RTX 4080 and RTX 4090 are cards that are primarily suited for 4K and high-FPS 1440P gaming and they stand out from the other four cards. The RX 7900 XTX trades blows with the RTX 4080 in rasterized games – they are equivalent cards if ray tracing is not considered.

Although RX 7900 XTX ray tracing has greatly improved over the RX 6900 XT and RX 6800 XT, it now appears to perform similarly to the RTX 3080 and RTX 3080 Ti but far behind the RTX 4080. FSR 2.0, although still not on the same image quality level as Nvidia’s DLSS 2, will almost double framerates for a very minor IQ hit and will make most of the games quite playable at Ultra/4K in this 52 game benching suite. Gamers who are not so impressed with ray tracing or who are not picky about image quality perfection may well prefer to save $200 on a $1000 Hellhound RX 7900 XTX over buying a $1200 RTX 4080.

Let’s look at synthetic benches.

Synthetic benches

We hold synthetic benches to be meaningless for predicting real world gaming performance versus competing cards with different architectures although they have other practical uses like overclocking and ranking. The RX 7900 XTX performs better in the synthetic tests than in gaming.

Let’s see how the Hellhound performs in ten popular VR (Virtual Reality) games next.

10 VR Games

For this review, we benchmarked the Valve Index using FCAT VR and set the SteamVR render resolution to 100% (2016×2240) which uses a factor of 1.4X (the native resolution is 1440×1600) to compensate for lens distortion and to increase clarity. We are going to compare the performance of the RX 7900 XTX with the RX 4080 and versus the RX 4090 at each game’s Ultra/Highest settings.

Unfortunately, FCAT VR still doesn’t work with MS Flight Simulator 2020 or with Star Wars Squadrons. Here are the ten VR games we tested.

VR Games

  • Assetto Corsa: Competizione
  • Elite Dangerous
  • F1 2022
  • Kayak Mirage
  • Moss: Book II
  • No Man’s Sky
  • Project CARS 2
  • Skyrim
  • Sniper Elite
  • The Walking Dead: Saints & Sinners

Synthetic

  • Time Spy & Time Spy Extreme (DX12)
  • 3DMark FireStrike – Ultra & Extreme
  • Superposition
  • VRMark Blue Room

IMPORTANT: BTR’s charts use frametimes in ms where lower is better, but we also compare “unconstrained framerates” which shows what a video card could deliver (headroom) if it wasn’t locked to either 90 FPS or to 45 FPS by the HMD. In the case of unconstrained FPS, measuring just one important performance metric, faster is better.

Let’s individually look at our 10 sim-heavy VR games’ performance using FCAT VR.

First up, Assetto Corsa: Competizione.

Assetto Corsa: Competizione (ACC)

BTR’s sim/racing editor, Sean Kaldahl created the replay benchmark run that we use for both the pancake game and the VR game. It is run at night with 20 cars, lots of geometry, and the lighting effects of the headlights, tail lights, and everything around the track looks spectacular.

Just like with Project CARS, you can save a replay after a race. Fortunately, the CPU usage is the same between a race and its replay so it is a reasonably accurate benchmark using the Circuit de Spa-Francorchamps. iRacing may be more accurate or realistic, but Assetto Corsa: Competizione has some appeal because it feels more real than many other racing sims. It delivers the sensation of handling a highly-tuned racing machine driven to its edge.

Here are the ACC FCAT VR frametimes using VR Ultra using the Hellhound RX 7900 XTX, the RTX 4080 FE, and the RTX 4090 FE.

Here are the details are reported by FCAT-VR:

The RX 7900 XTX managed 85.77 unconstrained FPS with 6339 (50%) synthesized frames with no dropped frames nor Warp misses.

The RTX 4080 delivered 118.42 unconstrained FPS with 207 (2%) synthesized frames with 1 dropped frame and 1 Warp miss.

The RTX 4090 achieved 164.03 unconstrained FPS together with 1 synthetic frame but with no dropped frames nor Warp misses.

The ACC racing experience is best with the RTX 4090 although the RTX 4080 delivers a nearly constant 90 FPS on the Epic VR preset unlike the RX 7900 XTX which requires one-half of its frames to be synthesized.

Next, we check out Elite Dangerous.

Elite Dangerous (ED)

Elite Dangerous is a popular space sim built using the COBRA engine. It is hard to find a repeatable benchmark outside of the training missions.

A player will probably spend a lot of time piloting his space cruiser while completing a multitude of tasks as well as visiting space stations and orbiting a multitude of different planets. Elite Dangerous is also co-op and multiplayer with a dedicated following of players.

We picked the Ultra Preset and we set the Field of View to its maximum.

Here are the frametimes.

Here are the details as reported by FCAT-VR:

The RX 7900 XTX managed 185.21 unconstrained FPS with no synthesized frames with no dropped frames or Warp misses.

The RTX 4080 delivered 230.98 unconstrained FPS with 1 synthesized frame and 1 dropped frame and 1 Warp miss.

The RTX 4090 brings 296.16 unconstrained FPS together with 2 synthetic frames but with 2 dropped frames and 2 Warp misses.

Although the Hellhound RX 7900 XTX has the lowest performance, the experience playing Elite Dangerous at Ultra settings is not perceptibly different on any tested video card. However, the RTX 4090 has a lot more performance headroom to increase the render resolution or to use a higher resolution headset like the Reverb G2 or the Vive Pro 2.

Let’s look at our newest VR sim, F1 2022.

F1 2022

Codemasters has captured the entire Formula 1 2021 season racing in F1 2022, and the VR immersion is good. The graphics are customizeable and solid, handling and physics are good, the AI is acceptable, the scenery is outstanding, and the experience ticks many of the necessary boxes for a racing sim.

Here is the frametime plot for F1 2022.

Here are the details as reported by FCAT-VR.

The RX 7900 XTX delivered 156.57 unconstrained FPS with 6 synthesized but no dropped frames nor Warp misses.

The RTX 4080 achieved 200.24 unconstrained FPS with no synthesized or dropped frames nor Warp misses.

The RTX 4090 delivered 254.72 unconstrained FPS together with 3 synthetic frames plus with 3 dropped frames and 3 Warp misses.

The experience playing F1 2022 using the Ultra preset is not very different on any of these video cards but the RTX 4090 and RTX 4080 have considerably more performance headroom than the RX 7900 XTX to use 120Hz/144Hz or to use a higher resolution headset.

Kayak VR: Mirage

The outstanding near-photorealistic visual fidelity really sets Kayak VR: Mirage apart from other simulators. It boasts a wide range of locales with day/night/sunset options offering tropical, icy, desert, and even stormy scenarios with trips to Costa Rica, Antarctica, Norway, and Australia and occasional interactions with wildlife. It can be played as a relaxing sim or as a strenuous workout with competitive time trials which offer asynchronous multiplayer and ranking on global leaderboards.

We benchmark at 100% resolution with the highest “Cinematic” in-game settings but do not use DLSS or FSR.

Here is the frametime plot for Kayak VR: Mirage.

Here are the FCAT-VR details.

The RX 7900 XTX delivered 198.98 unconstrained FPS with no synthesized frames or dropped frames nor Warp misses.

The RTX 4080 delivered 257.16 unconstrained FPS with 1 synthesized and 1 dropped frame and 1 Warp miss.

The RTX 4090 got 329.35 unconstrained FPS together with 1 synthetic frame and 1 dropped frame plus 1 Warp miss.

Kayak VR: Mirage looks fantastic at 100% resolution with maximum settings and would be well-suited for play on the Reverb G2 with any of our test cards.

Next, we look at Moss: Book II.

Moss: Book II

Moss: Book II is an amazing VR experience with much better graphics than the original game. It’s a 3rd person puzzle adventure game played seated that offers a direct physical interaction between you (the Reader) and your avatar, Quill, a mouse that bring real depth to the story. Extreme attention has been paid to the tiniest details with overall great art composition and outstanding lighting that make this game a must-play for gamers of all ages.

Moss II boasts very good visuals and we use the in-game highest settings.

Here are the frametimes plots of our four cards.

Here are the details are reported by FCAT-VR:

The RX 7900 XTX delivered 189.29 unconstrained FPS with no synthesized or dropped frames nor Warp misses.

The RTX 4080 delivered 308.44 unconstrained FPS with 1 synthetic and 1 dropped frame and 1 Warp miss.

The RTX 4090 achieved 436.34 unconstrained FPS no synthesized or dropped frames nor Warp misses.

Unfortunately, the experience playing Moss II on the Valve Index using the RX 7900 XTX is marred by visual issues including artifacting and shimmering.

Next, we will check out another demanding VR game, No Man’s Sky.

No Man’s Sky (NMS)

No Man’s Sky is an action-adventure survival single and multiplayer game that emphasizes survival, exploration, fighting, and trading. It is set in a procedurally generated deterministic open universe, which includes over 18 quintillion unique planets using its own custom game engine.

The player takes the role of a Traveller in an uncharted universe by starting on a random planet with a damaged spacecraft equipped with only a jetpack-equipped exosuit and a versatile multi-tool that can also be used for defense. The player is encouraged to find resources to repair his spacecraft allowing for intra- and inter-planetary travel, and to interact with other players.

Here is the No Man’s Sky frametime plot. We set the settings to Maximum which is a step over Ultra including setting the anisotropic filtering to 16X and upgrading to FXAA. We did not use any upscaling method.

Here are the FCAT-VR details of our comparative runs.

The RX 7900 XTX brought 108.17 unconstrained FPS with 3536 (50%) synthesized frames but no dropped frames nor Warp misses.

The RTX 4080 delivered 159.10 unconstrained FPS with 2 synthesized frames but with no dropped frames nor Warp misses.

The RTX 4090 achieved 201.96 unconstrained FPS together with 17 synthetic frames but with no dropped frames nor Warp misses.

RX 7900 XTX gamers may want to lower some individual settings to remain above 90 FPS. The RTX 4080 and RTX 4090 have enough performance headroom to increase the refresh rate, render resolution, or to perhaps use a higher resolution headset.

Let’s continue with another VR game, Project CARS 2, that we still like better than its successor even though it is no longer available for online play.

Project CARS 2 (PC2)

There is still a sense of immersion that comes from playing Project CARS 2 in VR using a wheel and pedals. It uses its in-house Madness engine, and the physics implementation is outstanding.

Project CARS 2 offers many performance options and settings.

Project CARS 2 performance settings

We used maximum settings including for Motion Blur but picked SMAA Ultra instead of MSAA.

Here is the frametime plot.

Here are the FCAT-VR details.

The RX 7900 XTX delivered 194.77 unconstrained FPS with no synthesized nor dropped frames or Warp misses.

The RTX 4080 got 200.88 unconstrained FPS with no synthesized frames nor dropped frames and no Warp misses.

The RTX 4090 achieved 253.50 unconstrained FPS together with 3 synthetic frames plus 2 dropped frames and 2 Warp misses.

The experience playing Project CARS 2 using maximum settings is similar for all three video cards.

Next we will check out a classic VR game, Skyrim VR.

Skyrim VR

Skyrim VR is an older game that is no longer supported by Bethesda, but fortunately the modding community has adopted it. It is not as demanding as many of the newer VR ports so its performance is still very good on maxed-out settings using its Creation engine.

We benchmarked vanilla Skyrim using its highest settings plus we increased the in-game Supersample option to maximum.

Here are the frametime results.

Here are the details of our comparative runs as reported by FCAT-VR.

The RX 7900 XTX provided 218.2 unconstrained FPS with no synthesized or dropped frames nor Warp misses.

The RTX 4080 achieved 239.08 unconstrained FPS with 2 synthetic frames plus 2 dropped frames and 1 Warp miss.

The RTX 4090 delivered 337.76 unconstrained FPS together with 2 synthetic frame and with 2 dropped frames plus 1 Warp miss.

All cards deliver an identical vanilla Skyrim VR experience with a ton of extra performance headroom to add mods and, in addition, to raise the render resolution using the two faster cards.

Next we check out Sniper Elite VR.

Sniper Elite VR

Sniper Elite VR’s visuals are decent with good texture work that is well-realized. The building architecture and panoramas look good, explosions are convincing and the weapons convey a sense of weight, although not achieving realism. It is primarily an arcade style sniping game featuring its signature X-Ray kill cam, but it offers multiple ways to achieve goals including with explosives and by using three other main weapon choices besides your rifle.

We benchmarked using the Highest settings.

Here is the frametime plot.

Here are the details:

The RX 6900 XT delivered 197.98 unconstrained FPS with no synthesized or dropped frames nor Warp misses.

The RTX 4080 delivered 223.33 unconstrained FPS with no synthesized or dropped frames nor Warp misses.

The RTX 4090 brought 318.03 unconstrained FPS together with 1 synthetic and 1 dropped frames and 1 Warp miss.

All three cards deliver a similar playing experience on High with the RTX cards offering more performance headroom. We recommend that any performance headroom be used for increasing the SteamVR render resolution.

Last up, The Walking Dead: Saints & Sinners.

The Walking Dead: Saints & Sinners

The Walking Dead: Saints & Sinner is the last of BTR’s 10 VR game benching suite. It is a first person survival horror adventure RPG with a strong emphasis on crafting. Its visuals using the Unreal 4 engine are very good and it makes good use of physics for interactions.

We benchmarked Saints and Sinners using its High preset and we left the Pixel Density at 100%. Here is the frametime chart.

Here are the details as reported by FCAT-VR.

The RX 7900 XTX delivered 198.93 unconstrained FPS with no synthetic nor dropped frames or Warp misses.

The RTX 4080 got 260.94 unconstrained FPS with 1 synthetic frames and 1 dropped frames and 1 Warp miss.

The RTX 4090 achieved 366.41 unconstrained FPS together with 6 synthetic frames and with 4 dropped frames and 4 Warp misses.

The RX 7900 XTX experience was marred by artifacting and shimmering.

Let’s check out synthetic VR tests and unconstrained framerates.

Unconstrained Framerates & Synthetic VR Benchmarks

The following chart summarizes the overall Unconstrained Framerates (the performance headroom) of our three cards using our 10 VR test games. In addition, we added recent RTX 3080 Ti and 6900 XT results for comparison. The preset is listed on the chart and higher is better. In addition, we present three synthetic VR benchmarks.

Although synthetic VR benches (except for OpenVR benchmark) predicted good VR performance, we were disappointed with our 7900 XTX VR experience, unlike with pancake games. In at least two games, we experienced distracting visual artifacting and texture shimmering. The 7900 series may benefit from some attention to VR from the Radeon driver team as in many cases it even falls behind the RX 6900 XT.

At AMD’s press event in Las Vegas, the presenters noted that AMD drivers continue to improve for the entire life of the architecture – generally with an up to 10% performance gain – often compared to “fine wine” aging well. However, for VR enthusiasts today, the RX 7900 XTX is disappointing and it performs well behind the RTX 4080 not logging a single performance win.

We next look at creative, pro, GPGPU, and workstation apps.

Creative, Pro & Workstation Apps

Let’s look at non-gaming applications next to see if the RX 7900 XTX is a good upgrade from the other video cards that we tested starting with Blender.

Blender 3.3.0 Benchmark

Blender is a very popular open source 3D content creation suite. It supports every aspect of 3D development with a complete range of tools for professional 3D creation.

We benchmarked three Blender 3.3.0 benchmarks which measure GPU performance by timing how long it takes to render production files. We tested seven of our comparison cards using CUDA, Optix, and OpenCL.

For the following chart, higher is better as the benchmark renders a scene multiple times and gives the results in samples per minute.

The RX 7900 XTX sits well ahead of the RX 6800 XT and 6900 XT but well behind the GeForce cards.

Next, we move on to AIDA64 GPGPU benchmarks.

AIDA64 v6.80

AIDA64 is an important industry tool for benchmarkers. Its GPGPU benchmarks measure performance and give scores to compare against other popular video cards.

AIDA64’s benchmark code methods are written in Assembly language, and they are well-optimized for every popular AMD, Intel, NVIDIA and VIA processor by utilizing the appropriate instruction set extensions. We use the Engineer’s full version of AIDA64 courtesy of FinalWire. AIDA64 is free to to try and use for 30 days. CPU results are also shown for comparison with both the RTX 3070 and GTX 2080 Ti GPGPU benchmarks.

Here are the Hellhound RX 7900 XTX AIDA64 GPGPU results compared with an overclocked i9-13900KF.

Here is the chart summary of the AIDA64 GPGPU benchmarks with seven of our competing cards side-by-side.

The RX 7900 XTX is a fast GPGPU card and it compares favorably with the competing cards being weaker in some areas and stronger in others. So let’s look at Sandra 2020 next.

SiSoft Sandra 2020

To see where the CPU, GPU, and motherboard performance results differ, there is no better tool than SiSoft’s Sandra 2020. SiSoftware SANDRA (the System ANalyser, Diagnostic and Reporting Assistant) is a excellent information & diagnostic utility in a complete package. It is able to provide all the information about your hardware, software, and other devices for diagnosis and for benchmarking.

There are several versions of Sandra, including a free version of Sandra Lite that anyone can download and use. Sandra 2020 R10 is the latest version, and we are using the full engineer suite courtesy of SiSoft. Sandra 2020 features continuous multiple monthly incremental improvements over earlier versions of Sandra. It will benchmark and analyze all of the important PC subsystems and even rank your PC while giving recommendations for improvement.

We ran Sandra’s intensive GPGPU benchmarks and charted the results summarizing them.

In Sandra GPGPU benchmarks, since the architectures are different, each card exhibits different characteristics with different strengths and weaknesses. However, we see some very solid solid improvement of the RX 7900 XTX over the RX 6900 XT and the RX 6800 XT.

SPECworkstation3 (3.0.4) Benchmarks

All the SPECworkstation3 benchmarks are based on professional applications, most of which are in the CAD/CAM or media and entertainment fields. All of these benchmarks are free except for vendors of computer-related products and/or services.

The most comprehensive workstation benchmark is SPECworkstation3. It’s a free-standing benchmark which does not require ancillary software. It measures GPU, CPU, storage and all other major aspects of workstation performance based on actual applications and representative workloads. We only tested the GPU-related workstation performance as checked in the image above.

Here are our SPECworkstation 3.0.4 raw scores for the Hellhound RX 7900 XTX. RTX 4080 raw scores are displayed below the XTX results for a detailed performance comparison.

Here are our RTX 4080 SPECworkstation 3.1 raw scores:

Here are the Hellhound XTX SPECworkstation3 results summarized in a chart along with six competing cards. Higher is better.

Using SPEC benchmarks, since the architectures are different, the cards each exhibit different characteristics with different strengths and weaknesses.

SPECviewperf 2020 GPU Benches

The SPEC Graphics Performance Characterization Group (SPECgpc) has released a new 2020 version of its SPECviewperf benchmark recently that features updated viewsets, new models, support for both 2K and 4K display resolutions, and improved set-up and results management.

We benchmarked at 4K and here are the summary results for the Hellhound RX 7900 XTX.

Here are SPECviewperf 2020 Hellhound RX 7900 XTX benchmarks summarized in a chart together with six other cards.

Again we see different architectures with different strengths and weaknesses. After seeing these benches, some creative users may upgrade their existing systems with a new card based on the performance increases and the associated increases in productivity that they require.

The question to buy a new video card should be based on the workflow and requirements of each user as well as their budget. Time is money depending on how these apps are used. However, the target demographic for the reference and Hellhound RX 7900 XTXs are primarily gaming for gamers.

Let’s head to our conclusion.

The Conclusion

The Hellhound RX 7900 XTX improves significantly over the last generation RX 6900 XT, easily exceeds RX 6800 XT performance, and it trades blows with the $200 more expensive RTX 4080 FE in rasterized games although overall it is slightly slower using our 42-game benching suite. The Hellhound RX 7900 XTX beats all of the last generation cards including the RTX 3080 Ti although it still struggles with ray traced games compared with RTX cards.

For Radeon gamers, the Hellhound RX 7900 XTX is a good alternative to GeForce Ada Lovelace cards for the vast majority of modern PC games that use rasterization. The RX 7900 XTX offers 24GB of GDDR6 to the 16GB of GDDR6X that the RTX 4080s are equipped with, but that 8GB of vRAM shouldn’t make any practical difference to game performance in the near future.

At its suggested price of $999, the Hellhound RX 7900 XTX costs about $200 less than the RTX 4080 FE and offers a good value for Radeon gamers. Unlike with the RTX 4080 which increased from $700 for the RTX 3080 to $1200, the RX 7900 XTX is priced the same $999 as AMD’s last generation RX 6900 XT. For Radeon buyers, what makes the Hellhound XTX particularly attractive is that there is no price premium for this mildly overclocked PowerColor card.

The only real issue that we see with Radeon 7000 series cards is that AMD’s FSR solution is still inferior to Nvidia’s DLSS AI upscaling that delivers similar performance but with better image quality. On the flip side, there are still relatively few ray traced games released every year in comparison to thousands of rasterized games where the RTX 7900 XTX trades blows with the much more expensive RTX 4080.

One major issue although affecting relatively few gamers is poor VR RX 7900 XTX performance compared with the RTX 4080. It’s going to need some attention from AMD’s driver team before we can recommend the RX 7900 XTX for the best VR gaming.

We recommend the Hellhound RX 7900 XTX as a great choice out of multiple good choices, especially for any AMD PC gamer looking for good looks with LED lighting, an exceptional cooler, great performance for 2560×1440 or 4K, PowerColor’s excellent support, and overall better value compared with the slower RX 7900 XTX reference version.

Let’s sum it up:

Hellhound RX 7900 XTX Pros

  • The PowerColor Hellhound RX 7900 XTX is much faster than the last generation RX 6900 XT by virtue of new RDNA 3 architecture. It trades blows in the majority of rasterized games with the RTX 4080 FE for significantly less money ($200 less)
  • The Hellhound RX 7900 XTX has excellent cooling with very little noise and has a very good power delivery and a 3-fan custom cooling design that is very quiet when overclocked even using the OC mode
  • Dual-BIOS give the user a choice of quiet with less overclocking, or a bit louder with more power-unlimited and higher overclocks
  • FidelityFX 2.0 allows for upscaling and improved sharpness with almost no performance penalty, and there is a low latency mode for competitive gamers
  • LED lighting and a neutral color allow the Hellhound RX 7900 XTX to fit into any color scheme
  • 24GB vRAM compared with 16GB for the RTX 4080

Hellhound XTX Cons

  • Cost. It’s still very expensive at $999
  • VR performance is subpar
  • Weaker ray tracing performance than the RTX 4080

The Hellhound RX 7900 XTX is a good Radeon card choice for those who game at 2560×1440 or at 4K and want the best that AMD has to offer. It represents a good gaming alternative to the RTX 4080 albeit with weaker ray tracing performance. It is offered especially for those who prefer AMD cards and FreeSync2 enabled displays which are generally less expensive than Gsync displays. And if a gamer is looking for something extra above the reference version, the PowerColor Hellhound RX 7900 XTX is a very well-made and good-looking card that will overclock better.

We are giving the Hellhound RX 7900 XTX BTR’s Recommended Award.

The Verdict:

  • PowerColor’s Hellhound RX 7900 XTX is a solidly-built handsome card with higher clocks out of the box than the same-priced reference version. It trades blows with the RTX 4080 in rasterized games. I t is a kick ass RX 7900 XTX.

Stay tuned, there is much more coming from BTR. We will soon return to VR with a mega performance evaluation to test the role of the CPU for VR performance. And we’ll retest the RX 7900 XTX using higher resolution headsets after AMD’s driver team has a chance to address it’s VR issues. We also plan to test Intel ARC video cards in VR.

Happy Gaming!

]]>
Is the RTX 4080 FE Worth $1200 Today? – 50+ Game Analysis https://babeltechreviews.com/is-the-rtx-4080-fe-worth-1200-today-50-game-analysis/ Sun, 11 Dec 2022 05:27:03 +0000 /?p=29133 Read more]]> The $1199 RTX 4080 Founders Edition Performance of 50+ Games, VR, Pro Apps, & More

Although the $1199 RTX 4080 Founders Edition has been out for nearly a month, a lingering bad case of COVID-19 caused BTR’s Part 1 VR review to be a week late and we were then unable to conclude if the card is a good value. This Part 2 RTX 4080 review concludes BTR’s 53 game performance analysis versus the RTX 3080 and 3080 Ti, the RTX 4090, and the RX 6900 XT. Although the RTX 4080 is not a workstation card, we have also summarized VR, workstation SPEC benches and selected popular creative and synthetic apps.

It may be that the RTX 4080 Founders Edition at $1199 delivers a good value as an upgrade from the last generation Ampere RTX 3080 Ti which also launched at $1199 but a $400 launch price increase over the $799 RTX 3080 may be very difficult to accept. We benchmark using FCAT VR and Windows 11 Pro Edition 2H22 with Intel’s Core i9-13900KF, and 32GB of T-FORCE DELTA RGB 6400MHz CL40 DDR5 2x16GB memory on an ASUS Prime-A Wi-Fi Z790 motherboard. All games and benchmarks are patched to their latest versions, and we use recent drivers.

Let’s check out our test configuration.

Test Configuration

Test Configuration – Hardware

  • Intel Core i9-13900KF (HyperThreading and Turbo boost at stock settings)
  • ASUS Prime-A Z790 LGA1700 motherboard (Intel Z790 chipset, latest BIOS, PCIe 5.0, DDR5)
  • T-Force Delta RGB PC5-51200 6400MHz DDR5 CL40 2x16GB kit, supplied by TeamGroup
  • Valve Index, 90Hz / 100% SteamVR Render Resolution
  • RTX 4080 16GB Founders Edition, stock clocks, supplied by Nvidia
  • Gigabyte RX 6900 XT GAMING OC, GV-R69XTGAMING OC-16GD 16GB, factory clocks
  • AMD reference RX 6800 XT 16GB, stock clocks, supplied by AMD
  • RTX 3090 24GB Founders Edition, factory clocks, supplied by Nvidia
  • RTX 4090 24GB Founders Edition, stock clocks, supplied by Nvidia
  • 2 x T-Force Cardea Ceramic C440; 2TB PCIe Gen 4 x4 NVMe SSDs (5,000/4,400MB/s – one for AMD/one for Nvidia)
  • T-Force M200 4TB USB 3.2 Gen2x2 Type-C external SSD (2,000/2000MB/s – supplied by TeamGroup
  • Super Flower LedEx, 1200W Platinum 80+ power supply unit
  • MSI MAG Series CORELIQUID 360R (AIO) 360mm liquid CPU cooler
  • Corsair 5000D ATX mid-tower (plus 1 x 140mm fan & 2 x 120mm Noctua fans)
  • BenQ EW3270U 32? 4K HDR 60Hz
  • LG C1 48? 4K OLED HDR 120Hz display

Test Configuration – Software

  • GeForce 526.98 drivers for RTX 4080/4090 and 527.37 for RTX 3080/3080 Ti, and Adrenalin 22.11.1 for the RX 6900 XT.
  • High Quality, prefer maximum performance, single display, set in the Nvidia control panel.
  • High Quality textures, all optimizations off in the Adrenalin control panel
  • VSync is off in the control panel and disabled for each game
  • AA enabled as noted in games; all in-game settings are Ultra Preset or highest with 16xAF always applied – no upscaling is used except for the nine DLSS games tested using the Quality preset.
  • Highest quality sound (stereo) used in all games
  • All games have been patched to their latest versions
  • VR charts use frametimes in ms where lower is better, but we also compare “unconstrained framerates” which shows what a video card could deliver (headroom; higher is better)
  • Windows 11 Pro edition; 22H2 clean install for GeForce and Radeon cards using separate identical NVMe SSDs.
  • Latest DirectX
  • SteamVR latest beta

Games

Vulkan

  • Sniper Elite
  • DOOM Eternal
  • Red Dead Redemption 2
  • Wolfenstein Youngblood
  • World War Z
  • Strange Brigade
  • Rainbow Six: Siege

DX12

  • A Plague Tale: Requiem
  • Spiderman: Remastered
  • F1 2022
  • Ghostwire: Tokyo
  • Elden Ring
  • God of War
  • Dying Light 2
  • Forza Horizon 5
  • Call of Duty: Vanguard
  • Marvel’s Guardians of the Galaxy
  • Far Cry 6
  • DEATHLOOP
  • Chernobylite
  • Resident Evil Village
  • Metro Exodus Enhanced Edition
  • Hitman 3
  • Godfall
  • DiRT 5
  • Assassin’s Creed Valhalla
  • Cyberpunk 2077
  • Watch Dogs: Legions
  • Horizon Zero Dawn
  • Death Stranding
  • Borderlands 3
  • Tom Clancy’s The Division 2
  • Civilization VI – Gathering Storm Expansion
  • Battlefield V
  • Shadow of the Tomb Raider

DX11

  • Overwatch 2
  • Total War: Warhammer III
  • Days Gone
  • Crysis Remastered
  • Destiny 2 Shadowkeep
  • Total War: Three Kingdoms
  • Grand Theft Auto V

VR Games

  • Assetto Corsa: Competizione
  • Elite Dangerous
  • F1 2022
  • Kayak Mirage
  • Moss: Book II
  • No Man’s Sky
  • Project CARS 2
  • Skyrim
  • Sniper Elite
  • The Walking Dead: Saints & Sinners

Synthetic

  • Time Spy & Time Spy Extreme (DX12)
  • 3DMark FireStrike – Ultra & Extreme
  • Superposition
  • VRMark Blue Room
  • AIDA64 GPGPU benchmarks
  • Blender 3.3.0 benchmark
  • Geekbench
  • Sandra 2020 GPGPU Benchmarks
  • SPECworkstation3
  • SPECviewperfect 2020
  • Octanebench
  • FCAT VR benching tool
  • OpenVR Benchmark tool

NVIDIA Control Panel settings

Here are the NVIDIA Control Panel settings. Let’s check out performance using 41 pancake and 5 VR games plus Workstation and creative benches on the next page.

Performance summary charts & graphs

Main Performance Gaming Summary Charts

Here are the summary charts of 43 games and 4 synthetic tests. The highest settings are always chosen, ray tracing is enabled for all games that offer it, and the settings are listed on the chart. The benches were run at 2560×1440 and at 3840×2160.

Five cards are compared and they are listed in order starting with the RTX 4090, the RTX 4080 (yellow text), the RTX 3080 Ti, the RX 6900 XT, and the RTX 3080. All results, except for synthetic scores, show average framerates, and higher is better. Minimum framerates are next to the averages in italics and in a slightly smaller font. Minimum framerates are expressed by the 99th-percentile (1% lows) and higher is better.

Here are the synthetic benchmark results.

Jon Peddie ran some interesting data averaging the total framerates of all games tested represented by the following chart:

The RTX 4090 ($1599) offers a very substantial improvement over the RTX 3080 Ti’s ($1199) baseline performance while the RTX 4080 ($1199) delivers a far less impressive step up over the RTX 3080 ($699) considering their respective launch prices.

All of the games that we tested ran well with the RTX 4080 coming in second only to the RTX 4090. This is achieved with no upscaling whatsoever!

Although the RTX 4090 is the first single-GPU card that is truly suitable for 4K/60+ FPS using ultra/maxed-out ray traced settings for most modern demanding games without any upscaling, there will have to be some compromises made for the RTX 4080.

Next we look at nine RTX/DLSS enabled games, each using maximum ray traced settings and the highest Quality DLSS.

RTX/DLSS Benchmarks

The RTX 4080 FE maintains its performance dominance over the RTX 3080 and pulls even further away when Quality DLSS is enabled.

Using Quality DLSS, we can see that the RTX 4090 will take advantage of an LG C1 4K/120Hz panel using the most demanding ray traced modern games although the RTX 4080 will not do so. From testing DLSS 2 exhaustively, we note that the Quality setting at 4K is visually equal to or better than the native image.

We only had a short time to check out DLSS 3 performance which upscales far better than DLSS 2 and looks just as good. We believe that DLSS 3 will prove especially advantageous for the less powerful than RTX 4090 upcoming Ada Lovelace cards including the RTX 4080.

Frame Generation is only available on RTX 4000 series cards. The image quality is outstanding and there are only some minor artifacts visible in certain situations.

Next, we look at VR performance.

VR Games

For this review we benchmarked the Valve Index and set the SteamVR render resolution to 100%. For the full VR review, including all of the charts, see Part 1. BTR’s VR charts use frametimes in ms where lower is better, but we also compare “unconstrained framerates” which shows what a video card could deliver (headroom) if it wasn’t locked to either 90 FPS or to 45 FPS by the HMD. In the case of unconstrained FPS, we measure just one important performance metric where faster is better.

Unconstrained Framerates & Synthetic VR Benchmarks

The following chart summarizes the overall Unconstrained Framerates (the performance headroom) of our two cards using our 10 VR test games. The preset is listed on the chart and higher is better. In addition, we present three synthetic VR benchmarks.

The RX 4080 FE averages close to one-third higher unconstrained frames for many VR benchmarks and sits in between the RTX 3080 Ti and the RTX 4090 FE in this important performance metric. However, unconstrained framerates are just one metric that has to be taken together with the frametime plots to have real meaning.

It is clear that the RTX 4090 and the RTX 4080 are ready for higher resolution headsets than the Valve Index. In many cases, either card may be able to use the higher refresh rates of 120Hz/144Hz for fast-paced and/or sim racing games.

Creative, Pro & Workstation Apps

Let’s look at Creative applications next to see if the RTX 4080 is a good upgrade from the RTX 3080 Ti or RX 6900 XT. We test starting with Geekbench. Please note that we have added RTX 3080 benchmarks that were not present in Part 1.

GeekBench

GeekBench is an excellent CPU/GPU benchmarking program which runs a series of tests and times how long a GPU (in this case) takes to complete its tasks. It benchmarks OpenCL, Vulkan, and CUDA performance

OpenCL, Vulkan, and CUDA Performance

The RTX 4080 OpenCL, Vulkan, and CUDA performance are charted below.the summary charts below show the overall comparative performance scores.

The RTX 4080 performance is outstanding second only to the RTX 4090.

Next up, Blender benchmark.

Blender 3.3.0 Benchmark

Blender is a very popular open source 3D content creation suite. It supports every aspect of 3D development with a complete range of tools for professional 3D creation.

For the following chart, higher is better as the benchmark renders a scene multiple times and gives the results in samples per minute.

Blender’s benchmark performance is highest using the RTX 4090, and often the amount of time saved is substantial over using the next fastest card, the RTX 4080.

Next, we look at the OctaneBench.

OTOY Octane Bench

OctaneBench allows you to benchmark your GPU using OctaneRender. The hardware and software requirements to run OctaneBench are the same as for OctaneRender Standalone.

We run OctaneBenc 2020.1.5 for Windows and here are the RTX 4080’s complete results and overall score of 946.30

Here is the summary comparing the four test cards that can run this render benchmark.

The RTX 4090 is a beast of a card when used for rendering and the RTX 4080 sits in between, above the RTX 3080 Ti.

Next, we move on to AIDA64 GPGPU benchmarks.

AIDA64

AIDA64 is an important industry tool for benchmarkers. Its GPGPU benchmarks measure performance and give scores to compare against other popular video cards.

AIDA64’s benchmark code methods are written in Assembly language, and they are well-optimized for every popular AMD, Intel, NVIDIA and VIA processor by utilizing the appropriate instruction set extensions. We use the Engineer’s full version of AIDA64 courtesy of FinalWire. AIDA64 is free to to try and use for 30 days.

Here is the chart summary of the AIDA64 GPGPU benchmarks with the RTX 4090, the RTX 4080, the RTX 3080 Ti, and the RX 6900 XT side-by-side.

Generally the RTX 4090 is faster at almost all of AIDA64’s GPGPU benchmarks than the other cards with the RTX 4080 in second place. So let’s look at Sandra 2020 next.

SiSoft Sandra 2020

To see where the CPU, GPU, and motherboard performance results differ, there is no better tool than SiSoft’s Sandra 2020. SiSoftware SANDRA (the System ANalyser, Diagnostic and Reporting Assistant) is a excellent information & diagnostic utility in a complete package. It is able to provide all the information about your hardware, software, and other devices for diagnosis and for benchmarking. Sandra is derived from a Greek name that implies “defender” or “helper”.

There are several versions of Sandra, including a free version of Sandra Lite that anyone can download and use. 20/21-R16a is the latest version, and we are using the full engineer suite courtesy of SiSoft. Sandra 2020 features continuous multiple monthly incremental improvements over earlier versions of Sandra. It will benchmark and analyze all of the important PC subsystems and even rank your PC while giving recommendations for improvement.

With the above in mind, we ran Sandra’s intensive GPGPU benchmarks and charted the results summarizing them. The performance results of the RTX 4080 and RTX 4090 are compared with the performance results of the RTX 3080 Ti, and the RX 6900 XT.

Second only to the RTX 4090, the RTX 4080 is faster than the RTX 3080 Ti and it distinguishes itself in every area – Processing, Cryptography, Financial and Scientific Analysis, Image Processing, and Bandwidth.

Next up, SPEC benchmarks beginning with SPECviewperfect GPU benches.

SPECviewperf 2020 GPU Benches

The SPEC Graphics Performance Characterization Group (SPECgpc) has released a 2020-22 version of its SPECviewperf benchmark that features updated viewsets, new models, support for up to 4K display resolutions, and improved set-up and results management. We use the highest available 3800×2120 display resolution for high end cards.

Here are SPECviewperf 2020 GPU RTX 4080 benchmarks summarized in a chart together with our four competing cards.

Although we see three architectures with different strengths and weaknesses, the RTX 4090 is a beast in SPEC benchmarks followed by the RTX 4080 in a solid second place.

SPECworkstation3.1 Benchmarks

All the SPECworkstation 3 benchmarks are based on professional applications, most of which are in the CAD/CAM or media and entertainment fields. All of these benchmarks are free except for vendors of computer-related products and/or services.

The most comprehensive workstation benchmark is SPECworkstation 3. It’s a free-standing benchmark which does not require ancillary software. It measures GPU, CPU, storage and all other major aspects of workstation performance based on actual applications and representative workloads. We only tested the GPU-related workstation performance as checked in the image above.

Below are the SPECworkstation 3.1 RTX 4080 results summarized in a chart. Higher is better since we are comparing scores.

We see similar results to Viewperf2020.

Let’s head to our conclusion.

Final Thoughts

This has been an enjoyable exploration comparing the new Ada Lovelace RTX 4080 and 4090 FEs with the RTX 3080 and 3080 Ti FEs and Gigabyte RTX 6900 XT Gaming OC. The RTX 4080 performed solidly performance-wise below the RTX 4090 and well above the other cards. The RTX 4090 at $1599 is the upgrade from the $1199 RTX 3080 Ti since the RTX 4090 gives at least a 170% (1.7X) improvement over its baseline performance. If a gaming enthusiast wants the very fastest card then the RTX 4090 is the only choice for intensive gaming and high resolution VR headsets.

The situation is not as clear with the RTX 4080 FE. It is a very fast card and the second fastest in the world although it rather trails the 4090 performance and leaves a lot of room for a future 4080 Ti. It’s expensively overbuilt compared to the RTX 4090 FE as it simply doesn’t require such a massive chassis. It’s performance at $1200 compared to the $699 RTX 3080 does not justify its price nearly as well as the $1599 RTX 4090 which dominates over the formerly $1200 RTX 3080 Ti. We think Jon Peddie’s total framerate comparison aggregated averages of our 43 games give a good picture of overall performance to value.

We cannot call the RTX 4080 a good value for gamers as it is a halo card that underperforms at $1200 compared with the $1599 RTX 4090. We think Nvidia was over optimistic in pricing the RTX 4080 as high as they did. Of course, it’s easier to lower prices than to raise them after launch, and we may see bundles and price softening after AMD’s new 7900 Radeons release depending on how they perform.

We think that DLSS 3 brings a great future value to the new 4000 series as it has already received support from many of the world’s leading game developers, with more than 35 games and applications announcing support including game engines, including Unity, Unreal, and Frostbite Engine. If a game already uses DLSS 2 Super Resolution, upgrading to DLSS 3 is a relatively simple process that will make both Super Resolution and Frame Generation available.

Stay tuned, there is a lot more on the way from BTR coming this week including another mega-card review featuring VR.

Happy Gaming!

]]>
The RTX 4080 VR Performance Review https://babeltechreviews.com/the-1199-rtx-4080-vr-performance-review/ Tue, 22 Nov 2022 00:52:11 +0000 /?p=29025 Read more]]> The $1199 RTX 4080 Founders Edition VR Performance Review plus SPEC, Pro Apps, Workstation & GPGPU (Part 1)

BTR received a $1199 RTX 4080 Founders Edition (FE) from Nvidia but are late because we got a bad case of COVID-19 after the AMD Event in Las Vegas over two weeks ago. This Part 1 RTX 4080 review is a 10-VR game performance analysis versus the RTX 3080 Ti, the RTX 4090, and the RX 6900 XT using the Valve Index. Although the RTX 4080 is not a workstation card, we have included workstation SPEC benches and selected popular creative and synthetic apps. Next week, Part 2 will feature the performance of more than 40 games and we will include DLSS 3.0 results.

We will focus on raw VR performance to consider whether the new RTX 4080 Founders Edition at $1199 delivers a good value as a compelling upgrade from the last generation Ampere RTX 3080 Ti which also launched at $1199. We will also compare performance with Nvidia’s current flagship, the $1599 RTX 4090, and the former AMD flagship, the RX 6900 XT, which launched at $999. In addition to gaming, VR, and SPECworkstation3 GPU results, we have added creative results using Geekbench, the Blender 3.3.0 benchmark, and complete Sandra 2020 and AIDA64 GPGPU benchmark results plus some pro applications including Blender rendering and OTOY OctaneRender.

We benchmark using FCAT VR and Windows 11 Pro Edition 2H22 with Intel’s Core i9-13900K that we just upgraded from i9-12900K, and 32GB of T-FORCE DELTA RGB 6400MHz CL40 DDR5 2x16GB memory on an ASUS Prime-A Wi-Fi Z790 motherboard. All games and benchmarks are patched to their latest versions, and we use GeForce Game Ready 526.98 drivers for GeForce cards and Adrenalin 22.11.1 for the RX 6900 XT.

Let’s first take a quick look at the RTX 4080 Founders Edition before we go to the test configuration

The RTX 4080 FE

The RTX 4080 and RTX 4090 are externally physically identical twin cards. Refer to the RTX 4090 unboxing as the features and sizes are the same.

The primary differences lie inside in the RTX 4080’s cut down GPU chip capabilities with about 40% fewer CUDA cores and its lesser power draw requirements. Nvidia recommends a 850W minimum PSU for the 450W TDP RTX 4090 and includes a 4X Molex cable adapter while the 320W TDP RTX 4080 only needs a 750W minimum PSU and a 3X Molex cable adapter is included in that box.

Newer PSUs may offer the new PCIe Gen5 single cable connector instead of using a bulky quad or tri cable adapter. Nvidia advises that the adapter should be firmly inserted into the card before installing it in the PC as an improperly seated connection may cause overheating and melting of the connector.

Both the RTX 4090 and RTX 4080 Founders Edition cards are beautifully designed using a very unique industrial style, and they are each much larger than the RTX 3080 Ti which is itself an imposing card. However, these new 40×0 FE cards tend not to heat up like the smaller last gen cards and they are also much quieter under full load. Either card looks great installed inside a case.

Disassembly appears to be difficult and should give pause to any enthusiast who may have custom watercooling in mind. In fact, we think that watercooling is a waste for the RTX 4080 Founders Edition as it doesn’t have any thermal issues.

Let’s check out our test configuration.

Test Configuration

Test Configuration – Hardware

  • Intel Core i9-13900KF (HyperThreading and Turbo boost at stock settings)
  • ASUS Prime-A Z790 LGA1700 motherboard (Intel Z790 chipset, latest BIOS, PCIe 5.0, DDR5)
  • T-Force Delta RGB PC5-51200 6400MHz DDR5 CL40 2x16GB kit, supplied by TeamGroup
  • Valve Index, 90Hz / 100% SteamVR Render Resolution
  • RTX 4080 16GB Founders Edition, stock clocks, supplied by Nvidia
  • Gigabyte RX 6900 XT GAMING OC, GV-R69XTGAMING OC-16GD 16GB, factory clocks
  • RTX 3090 24GB Founders Edition, factory clocks, supplied by Nvidia
  • RTX 4090 24GB Founders Edition, stock clocks, supplied by Nvidia
  • 2 x T-Force Cardea Ceramic C440; 2TB PCIe Gen 4 x4 NVMe SSDs (one for AMD/one for Nvidia)
  • T-Force M200 4TB USB 3.2 Gen2x2 Type-C external SSD, supplied by TeamGroup
  • Super Flower LedEx, 1200W Platinum 80+ power supply unit
  • MSI MAG Series CORELIQUID 360R (AIO) 360mm liquid CPU cooler
  • Corsair 5000D ATX mid-tower (plus 1 x 140mm fan & 2 x 120mm Noctua fans)
  • BenQ EW3270U 32? 4K HDR 60Hz
  • LG C1 48″ 4K OLED HDR 120Hz display

Test Configuration – Software

  • GeForce 526.98 drivers for Nvidia cards, and Adrenalin 22.11.1 for the RX 6900 XT.
  • High Quality, prefer maximum performance, single display, set in the Nvidia control panel.
  • High Quality textures, all optimizations off in the Adrenalin control panel
  • VSync is off in the control panel and disabled for each game
  • AA enabled as noted in games; all in-game settings are Ultra Preset or highest with 16xAF always applied – no upscaling is used except for five DLSS games tested using the Quality preset.
  • Highest quality sound (stereo) used in all games
  • All games have been patched to their latest versions
  • VR charts use frametimes in ms where lower is better, but we also compare “unconstrained framerates” which shows what a video card could deliver (headroom; higher is better)
  • Windows 11 Pro edition; 22H2 clean install for GeForce and Radeon cards using separate identical NVMe SSDs.
  • Latest DirectX
  • SteamVR latest beta

Games

VR Games

  • Assetto Corsa: Competizione
  • Elite Dangerous
  • F1 2022
  • Kayak Mirage
  • Moss: Book II
  • No Man’s Sky
  • Project CARS 2
  • Skyrim
  • Sniper Elite
  • The Walking Dead: Saints & Sinners

Synthetic

  • Time Spy & Time Spy Extreme (DX12)
  • 3DMark FireStrike – Ultra & Extreme
  • Superposition
  • VRMark Blue Room
  • AIDA64 GPGPU benchmarks
  • Blender 3.3.0 benchmark
  • Geekbench
  • Sandra 2020 GPGPU Benchmarks
  • SPECworkstation3
  • SPECviewperfect 2020
  • Octanebench
  • FCAT VR benching tool
  • OpenVR Benchmark tool

NVIDIA Control Panel settings

Here are the NVIDIA Control Panel settings.

Unfortunately, we also did not have time to check out overclocking, but temperatures and noise levels are much lower than the RTX 3090 or RTX 3080 Ti FEs. We plan to follow up with a 40-plus pancake gaming review including DLSS 3.

Let’s check out performance using 10 VR games plus Workstation and creative benches.

First, we look at VR performance.

10 VR Games

For this review, we benchmarked the Valve Index using FCAT VR and set the SteamVR render resolution to 100% (2016×2240) which uses a factor of 1.4X (the native resolution is 1440×1600) to compensate for lens distortion and to increase clarity. The Index is still considered one of the best overall headsets due to its outstanding tracking and solid feature set, and we are going to compare the performance of the RX 4080 versus the RX 4090, the RX 3080 Ti, and against the RX 6900 XT at each game’s Ultra/Highest settings.

IMPORTANT: BTR’s charts use frametimes in ms where lower is better, but we also compare “unconstrained framerates” which shows what a video card could deliver (headroom) if it wasn’t locked to either 90 FPS or to 45 FPS by the HMD. In the case of unconstrained FPS, measuring just one important performance metric, faster is better.

We had planned to include Star Wars: Squadrons and MS Flight Simulator 2020, but neither game records properly with FCAT VR. So let’s individually look at our 10 sim-heavy VR games’ performance using FCAT VR.

First up, Assetto Corsa: Competizione.

Assetto Corsa: Competizione (ACC)

BTR’s sim/racing editor, Sean Kaldahl created the replay benchmark run that we use for both the pancake game and the VR game. It is run at night with 20 cars, lots of geometry, and the lighting effects of the headlights, tail lights, and everything around the track looks spectacular.

Just like with Project CARS, you can save a replay after a race. Fortunately, the CPU usage is the same between a race and its replay so it is a reasonably accurate benchmark using the Circuit de Spa-Francorchamps.
iRacing may be more accurate or realistic, but Assetto Corsa: Competizione has some appeal because it feels more real than many other racing sims. It delivers the sensation of handling a highly-tuned racing machine driven to its edge.

Here are the ACC FCAT VR frametimes using VR Ultra using the RTX 3080 Ti, the RTX 4080, and the RTX 4090. Unfortunately, the latest ACC patch made it impossible to bench the RTX 6900 XT.

Here are the details are reported by FCAT-VR:

The RTX 3080 Ti managed 91.83 unconstrained FPS with 4649 (36%) synthesized frames with 1 dropped frame and 1 Warp miss.

The RTX 4080 delivered 118.42 unconstrained FPS with 207 (2%) synthesized frames with 1 dropped frame and 1 Warp miss.

The RTX 4090 achieved 164.03 unconstrained FPS together with 1 synthetic frame but with no dropped frames nor Warp misses.

The ACC racing experience is best with the RTX 4090 although the RTX 4080 delivers a nearly constant 90 FPS on the Epic VR preset unlike the RTX 3080 Ti which requires more than one-third of its frames to be synthesized. Only the RTX 4090 has the performance headroom to increase the render resolution to above 100% or use the Index’ faster refresh rate (120Hz/144Hz) or even to use a higher resolution headset like the Reverb G2.

Next, we check out Elite Dangerous.

Elite Dangerous (ED)

Elite Dangerous is a popular space sim built using the COBRA engine. It is hard to find a repeatable benchmark outside of the training missions.

A player will probably spend a lot of time piloting his space cruiser while completing a multitude of tasks as well as visiting space stations and orbiting a multitude of different planets. Elite Dangerous is also co-op and multiplayer with a dedicated following of players.

We picked the Ultra Preset and we set the Field of View to its maximum. The RX 6900 XT wouldn’t run with the latest driver according to the error message.

Here are the frametimes.

Here are the details as reported by FCAT-VR:

The RTX 3080 Ti managed 182.93 unconstrained FPS with 2 synthesized frames plus 1 dropped frame and 1 Warp miss.

The RTX 4080 delivered 230.98 unconstrained FPS with 1 synthesized frame and 1 dropped frame and 1 Warp miss.

The RTX 4090 brings 296.16 unconstrained FPS together with 2 synthetic frames but with 2 dropped frames and 2 Warp misses.

The experience playing Elite Dangerous at Ultra settings is not perceptibly different on any tested video card but the RTX 4090 has a lot more performance headroom to increase the render resolution or to use a higher resolution headset like the Reverb G2 or the Vive Pro 2.

Let’s look at our newest VR sim, F1 2022.

F1 2022

Codemasters has captured the entire Formula 1 2021 season racing in F1 2022, and the VR immersion is good. The graphics are customizeable and solid, handling and physics are good, the AI is acceptable, the scenery is outstanding, and the experience ticks many of the necessary boxes for a racing sim.

Here is the frametime plot for F1 2022.

Here are the details as reported by FCAT-VR.

The RX 6900 XT delivered 132.21 unconstrained FPS with no synthesized or dropped frames nor Warp misses.

The RTX 3080 Ti managed 152.67 unconstrained FPS with no synthesized or dropped frames nor Warp misses.

The RTX 4080 achieved 200.24 unconstrained FPS with no synthesized or dropped frames nor Warp misses.

The RTX 4090 delivered 254.72 unconstrained FPS together with 3 synthetic frames plus with 3 dropped frames and 3 Warp misses.

The experience playing F1 2022 using the Ultra preset is not very different on any of these video cards but the RTX 4090 and RTX 4080 have considerably more performance headroom to use 120Hz/144Hz or to use a higher resolution headset.

Kayak VR: Mirage

The outstanding near-photorealistic visual fidelity really sets Kayak VR: Mirage apart from other simulators. It boasts a wide range of locales with day/night/sunset options offering tropical, icy, desert, and even stormy scenarios with trips to Costa Rica, Antarctica, Norway, and Australia and occasional interactions with wildlife. It can be played as a relaxing sim or as a strenous workout with competitive time trials which offer asynchronous multiplayer and ranking on global leaderboards.

We benchmark at 100% resolution with the highest “Cinematic” in-game settings but do not use DLSS or FSR.

Here is the frametime plot for Kayak VR: Mirage.

Here are the FCAT-VR details.

The RX 6900 XT delivered 189.78 unconstrained FPS with no synthesized frames or dropped frames nor Warp misses.

The RTX 3080 Ti managed 201.89 unconstrained FPS with 1 synthetic frame plus 1 dropped frame and 1 Warp miss.

The RTX 4080 delivered 257.16 unconstrained FPS with 1 synthesized and 1 dropped frame and 1 Warp miss.

The RTX 4090 got 329.35 unconstrained FPS together with 1 synthetic frame and 1 dropped frame plus 1 Warp miss.

Kayak VR: Mirage looks fantastic at 100% resolution with maximum settings and would be well-suited for play on the Reverb G2 with any of our test cards.

Next, we look at Moss: Book II.

Moss: Book II

Moss: Book II is an amazing VR experience with much better graphics than the original game. It’s a 3rd person puzzle adventure game played seated that offers a direct physical interaction between you (the Reader) and your avatar, Quill, a mouse that bring real depth to the story. Extreme attention has been paid to the tiniest details with overall great art composition and outstanding lighting that make this game a must-play for gamers of all ages.

Moss II boasts very good visuals and we use the in-game highest settings.

Here are the frametimes plots of our four cards.

Here are the details are reported by FCAT-VR:

The RX 6900 XT delivered 260.40 unconstrained FPS with no synthesized or dropped frames nor Warp misses.

The RTX 3080 Ti managed 242.83 unconstrained FPS with no synthesized or dropped frames nor Warp misses.

The RTX 4080 delivered 308.44 unconstrained FPS with 1 synthetic and 1 dropped frame and 1 Warp miss.

The RTX 4090 achieved 436.34 unconstrained FPS no synthesized or dropped frames nor Warp misses.

The experience playing Moss II on the Valve Index is identical between cards. It is not demanding so it can be played on a high resolution headset like the Reverb G2 or the Vive Pro 2 and supersampling may also be used.

Next, we will check out another demanding VR game, No Man’s Sky.

No Man’s Sky (NMS)

No Man’s Sky is an action-adventure survival single and multiplayer game that emphasizes survival, exploration, fighting, and trading. It is set in a procedurally generated deterministic open universe, which includes over 18 quintillion unique planets using its own custom game engine.

The player takes the role of a Traveller in an uncharted universe by starting on a random planet with a damaged spacecraft equipped with only a jetpack-equipped exosuit and a versatile multi-tool that can also be used for defense. The player is encouraged to find resources to repair his spacecraft allowing for intra- and inter-planetary travel, and to interact with other players.

Here is the No Man’s Sky Frametime plot. We set the settings to Maximum which is a step over Ultra including setting the anisotropic filtering to 16X and upgrading to FXAA+TAA. Since DLSS is available for RTX cards and the Quality setting improves performance without impacting image quality, we used it. Updated: We did not use any upscaling method.

Here are the FCAT-VR details of our comparative runs.

The RX 6900 XT brought 104.13 unconstrained FPS with 1601 (23%) synthesized frames plus 9 dropped frames and 9 Warp misses.

The RTX 3080 Ti managed 119.88 unconstrained FPS with 14 synthetic frames and with 1 dropped frame and 1 Warp miss.

The RTX 4080 delivered 159.10 unconstrained FPS with 2 synthesized frames but no dropped frames nor Warp misses.

The RTX 4090 achieved 201.96 unconstrained FPS together with 17 synthetic frames but with no dropped frames nor Warp misses.

The experience playing No Man’s Sky using the highest settings is not very different using the three GeForce video cards but RX 6900 XT gamers may want to lower some individual settings to remain above 90 FPS. The RTX 4080 and RTX 4090 have enough performance headroom to increase the refresh rate, render resolution, or to perhaps use a higher resolution headset.

Let’s continue with another VR game, Project CARS 2, that we still like better than its successor even though it is no longer available for online play.

Project CARS 2 (PC2)

There is still a sense of immersion that comes from playing Project CARS 2 in VR using a wheel and pedals. It uses its in-house Madness engine, and the physics implementation is outstanding.

Project CARS 2 offers many performance options and settings and we prefer playing with SMAA Ultra rather than to use MSAA.

Project CARS 2 performance settings

We used maximum settings including for Motion Blur.

Here is the frametime plot.

Here are the FCAT-VR details.

The RX 6900 XT delivered 163.67 unconstrained FPS with 1 synthesized and 1 dropped frames plus 1 Warp miss.

The RTX 3080 Ti managed 142.16 unconstrained FPS with 2 synthetic frames plus 2 dropped frames and 2 Warp misses.

The RTX 4080 got 200.88 unconstrained FPS with no synthesized frames nor dropped frames and no Warp misses.

The RTX 4090 achieved 253.50 unconstrained FPS together with 3 synthetic frames plus 2 dropped frames and 2 Warp misses.

The experience playing Project CARS 2 using maximum settings is similar for all four video cards but the RTX 4090 and RTX 4080 have far more performance headroom to increase the frequency to 120Hz or to use a higher resolution headset.

Next we will check out a classic VR game, Skyrim VR.

Skyrim VR

Skyrim VR is an older game that is no longer supported by Bethesda, but fortunately the modding community has adopted it. It is not as demanding as many of the newer VR ports so its performance is still very good on maxed-out settings using its Creation engine.

We benchmarked vanilla Skyrim using its highest settings plus we increased the in-game Supersample option to maximum.

Here are the frametime results.

Here are the details of our comparative runs as reported by FCAT-VR.

The RX 6900 XT provided 162.13 unconstrained FPS with no synthesized or dropped frames nor Warp misses.

The RTX 3080 Ti managed 194.63 unconstrained FPS with no synthesized or dropped frames nor Warp misses.

The RTX 4080 achieved 239.08 unconstrained FPS with 2 synthetic frames plus 2 dropped frames and 1 Warp miss.

The RTX 4090 delivered 337.76 unconstrained FPS together with 2 synthetic frame and with 2 dropped frames plus 1 Warp miss.

All cards deliver an identical vanilla Skyrim VR experience with a ton of extra performance headroom to add mods and, in addition, to raise the render resolution using the two faster cards.

Next we check out Sniper Elite VR.

Sniper Elite VR

Sniper Elite VR’s visuals are decent with good texture work that is well-realized. The building architecture and panoramas look good, explosions are convincing and the weapons convey a sense of weight, although not achieving realism. It is primarily an arcade style sniping game featuring its signature X-Ray kill cam, but it offers multiple ways to achieve goals including with explosives and by using three other main weapon choices besides your rifle.

We benchmarked using the Highest settings.

Here is the frametime plot.

Here are the details:

The RX 6900 XT delivered 222.93 unconstrained FPS with no synthesized or dropped frames nor Warp misses.

The RTX 3080 Ti got 239.07 unconstrained FPS with no synthesized or dropped frames nor Warp misses.

The RTX 4080 delivered 223.33 unconstrained FPS with no synthesized or dropped frames nor Warp misses.

The RTX 4090 brought 318.03 unconstrained FPS together with 1 synthetic and 1 dropped frames and 1 Warp miss.

All four cards deliver a similar playing experience on High with the faster two cards offering more performance headroom. We recommend that any performance headroom be used for increasing the SteamVR render resolution. Since the RTX 4080 only matches the RX 6900 XT and is behind the RTX 3080 Ti, we suspect it may be a driver issue.

Last up, The Walking Dead: Saints & Sinners.

The Walking Dead: Saints & Sinners

The Walking Dead: Saints & Sinner is the last of BTR’s 10 VR game benching suite. It is a first person survival horror adventure RPG with a strong emphasis on crafting. Its visuals using the Unreal 4 engine are very good and it makes good use of physics for interactions.

We benchmarked Saints and Sinners using its High preset and we left the Pixel Density at 100%. Here is the frametime chart.

Here are the details as reported by FCAT-VR.

The RX 6900 XT delivered 240.00 unconstrained FPS with 1 synthetic frames and 1 dropped frames and 1 Warp miss.

The RTX 3080 Ti managed 222.18 unconstrained FPS with 1 synthetic frames and 1 dropped frames and 1 Warp miss.

The RTX 4080 got 260.94 unconstrained FPS with 1 synthetic frames and 1 dropped frames and 1 Warp miss.

The RTX 4090 achieved 366.41 unconstrained FPS together with 6 synthetic frames and with 4 dropped frames and 4 Warp misses.

Playing The Walking Dead: Saints & Sinners using the in-game Ultra preset and 100% Pixel Density is similar for all 4 cards but there is significantly more performance headroom for the RTX 4090 and to a lesser extent the RTX 4080 for increasing the render resolution or using a higher resolution headset.

Let’s check out synthetic VR tests and unconstrained framerates.

Unconstrained Framerates & Synthetic VR Benchmarks

The following chart summarizes the overall Unconstrained Framerates (the performance headroom) of our two cards using our 10 VR test games. The preset is listed on the chart and higher is better. In addition, we present three synthetic VR benchmarks.

The RX 4080 FE averages close to one-third higher unconstrained frames for many VR benchmarks and sits in between the RTX 3080 Ti and the RTX 4090 FE in this important performance metric. However, unconstrained framerates are just one metric that has to be taken together with the frametime plots to have real meaning.

It is clear that the RTX 4090 and the RTX 4080 are ready for higher resolution headsets than the Valve Index. In many cases, either card may be able to use the higher refresh rates of 120Hz/144Hz for fast-paced and/or sim racing games.

Creative, Pro & Workstation Apps

Let’s look at Creative applications next to see if the RTX 4080 is a good upgrade from the RTX 3080 Ti or RX 6900 XT. We test starting with Geekbench.

GeekBench

GeekBench is an excellent CPU/GPU benchmarking program which runs a series of tests and times how long a GPU (in this case) takes to complete its tasks. It benchmarks OpenCL, Vulkan, and CUDA performance

OpenCL, Vulkan, and CUDA Performance

The RTX 4080 OpenCL, Vulkan, and CUDA performance are charted below.

Next we test the summary charts below show the overall comparative performance scores.

Again, the RTX 4090 performance is outstanding.

Next up, Blender benchmark.

Blender 3.3.0 Benchmark

Blender is a very popular open source 3D content creation suite. It supports every aspect of 3D development with a complete range of tools for professional 3D creation.

For the following chart, higher is better as the benchmark renders a scene multiple times and gives the results in samples per minute.

Blender’s benchmark performance is highest using the RTX 4090, and often the amount of time saved is substantial over using the next fastest card, the RTX 4080.

Next, we look at the OctaneBench.

OTOY Octane Bench

OctaneBench allows you to benchmark your GPU using OctaneRender. The hardware and software requirements to run OctaneBench are the same as for OctaneRender Standalone.

We run OctaneBenc 2020.1.5 for Windows and here are the RTX 4080’s complete results and overall score of 946.30

Here is the summary comparing the three cards that can run this render benchmark.

The RTX 4090 is a beast of a card when used for rendering and the RTX 4080 sits in between, above the RTX 3080 Ti.

Next, we move on to AIDA64 GPGPU benchmarks.

AIDA64

AIDA64 is an important industry tool for benchmarkers. Its GPGPU benchmarks measure performance and give scores to compare against other popular video cards.

AIDA64’s benchmark code methods are written in Assembly language, and they are well-optimized for every popular AMD, Intel, NVIDIA and VIA processor by utilizing the appropriate instruction set extensions. We use the Engineer’s full version of AIDA64 courtesy of FinalWire. AIDA64 is free to to try and use for 30 days.

Here is the chart summary of the AIDA64 GPGPU benchmarks with the RTX 4090, the RTX 4080, the RTX 3080 Ti, and the RX 6900 XT side-by-side.

Generally the RTX 4090 is faster at almost all of AIDA64’s GPGPU benchmarks than the other cards with the RTX 4080 in second place. So let’s look at Sandra 2020 next.

SiSoft Sandra 2020

To see where the CPU, GPU, and motherboard performance results differ, there is no better tool than SiSoft’s Sandra 2020. SiSoftware SANDRA (the System ANalyser, Diagnostic and Reporting Assistant) is a excellent information & diagnostic utility in a complete package. It is able to provide all the information about your hardware, software, and other devices for diagnosis and for benchmarking. Sandra is derived from a Greek name that implies “defender” or “helper”.

There are several versions of Sandra, including a free version of Sandra Lite that anyone can download and use. 20/21-R16a is the latest version, and we are using the full engineer suite courtesy of SiSoft. Sandra 2020 features continuous multiple monthly incremental improvements over earlier versions of Sandra. It will benchmark and analyze all of the important PC subsystems and even rank your PC while giving recommendations for improvement.

With the above in mind, we ran Sandra’s intensive GPGPU benchmarks and charted the results summarizing them. The performance results of the RTX 4080 and RTX 4090 are compared with the performance results of the RTX 3080 Ti, and the RX 6900 XT.

Second only to the RTX 4090, the RTX 4080 is faster than the RTX 3080 Ti and it distinguishes itself in every area – Processing, Cryptography, Financial and Scientific Analysis, Image Processing, and Bandwidth.

Next up, SPEC benchmarks.

SPECworkstation3.1 Benchmarks

All the SPECworkstation 3 benchmarks are based on professional applications, most of which are in the CAD/CAM or media and entertainment fields. All of these benchmarks are free except for vendors of computer-related products and/or services.

The most comprehensive workstation benchmark is SPECworkstation 3. It’s a free-standing benchmark which does not require ancillary software. It measures GPU, CPU, storage and all other major aspects of workstation performance based on actual applications and representative workloads. We only tested the GPU-related workstation performance as checked in the image above.

Here are our RTX 4080 raw SPECworkstation 3.1 raw scores:

Below are the SPECworkstation 3.1 RTX 4090 results summarized in a chart along with the three competing cards, the RTX 4090, the RTX 3080 Ti, and the RTX 6900 XT. Higher is better since we are comparing scores.

The RTX 4090 is not a workstation card, yet it uses brute force to win most of the benches against the other cards with the RTX 4080 in second place.

Finally, we benchmark using SPECviewperfect GPU benches.

SPECviewperf 2020 GPU Benches

The SPEC Graphics Performance Characterization Group (SPECgpc) has released a 2020-22 version of its SPECviewperf benchmark that features updated viewsets, new models, support for up to 4K display resolutions, and improved set-up and results management. We use the highest available 3800×2120 display resolution for high end cards.

Here are SPECviewperf 2020 GPU RTX 4080 benchmarks summarized in a chart together with our three competing cards.

Although we see three architectures with different strengths and weaknesses, the RTX 4090 is a beast in SPEC benchmarks followed by the RTX 4080 in a solid second place.

After seeing the totality of the benches, creative users may choose to upgrade their existing systems with a new RTX 4080 or 4090 based on the performance increases and the associated increases in productivity that they require. The question to buy a RTX 4080 should be based on the workflow and requirements of each user as well as budget. Time is money to a professional depending on how these apps are used.

Let’s head to our conclusion.

Final Thoughts

Besides suffering with COVID-19, this has been an enjoyable exploration evaluating the new Ada Lovelace RTX 4080 FE versus the RTX 4090 FE, the RTX 3080 TI FE, and Gigabyte RTX 6900 XT Gaming OC. The RTX 4080 performed brilliantly performance-wise, blowing away its other two former flagship competitors and slotting in almost one-third slower than the RTX 4090.

The RTX 4080 at $1199 is a decent upgrade from the $1199 RTX 3080 Ti although it is not as impressive as upgrading from a RTX 3090 ($1499) to a RTX 4090 ($1599). If a VR enthusiast wants the very fastest card, then the RTX 4090 is the best choice for high resolution VR headsets and for creative/workstation apps. For $400 less, the RTX 4080 is a solid choice and it will provide a performance uplift over the RTX 3080 Ti, but not as dramatically as the RTX 4090.

In the last Ampere generation, the $699 RTX 3080 provided the best value, but almost unbelievably, the RTX 4090 provides the best performance bang for buck in Nvidia’s new Ada Lovelace lineup so far. We also notice that there is plenty of performance room for a possible future RTX 4080 Ti to slot in between the RTX 4080 and the RTX 4090.

We are very impressed with the RTX 4080 raw performance after testing it over the past few days in VR. It currently stands as the second fastest video card in the world and would be a solid choice for a high resolution VR headset.

The Founders Edition of the RTX 4080 is well-built, solid, good-looking, and it stays cool and quiet even when overclocked – the big card does not get hot like the RTX 3090 and under load it is quieter than the RTX 3080 Ti FE. The RTX 4080 Founders Edition offers a big performance improvement over the previous $1199 RTX 3080 FE for VR and pro apps although it doesn’t give as great a value as when the RTX 3080 FE launched for $699 two years ago.

However, we cannot give any final verdict now as there is a lot more RTX 4080 benchmarking results on the way next week. We will more extensively test the RTX 4080, RTX 4090, RTX 3080 Ti, and RX 6900 XT using 40-plus pancake games including testing DLSS 3 to determine overall value. Future reviews will hopefully test AMD’s upcoming 7000 series cards and we also plan to test the role of the CPU for VR performance. Stay tuned to BTR!

Happy Gaming!

]]>
Free: Star Wars: Squadrons, November 24-30 https://babeltechreviews.com/free-star-wars-squadrons-november-24-30/ Fri, 18 Nov 2022 18:05:20 +0000 /?p=29018 Read more]]> Star Wars: Squadrons free from Epic Games next week

Star Wars: Squadrons will be given away free to Epic gamers next week, November 24 to 30. This game is especially awesome in VR.
Squadrons drops you into the cockpit of various Star Wars ships for very intense single- and multiplayer action. The issues that plagued the game when it first released two years ago have been mostly resolved. It’s best played with a HOTAS/throttle but a gamepad will suffice.

BTR is late with its RTX 4080 review because the reviewing editor got COVID-19 at the Las Vegas AMD Event two weeks ago and is recovering now. However, expect a 10-VR game RTX 4080 VR review versus the RTX 3080 Ti, the RTX 4090, and the RX 6700 XT by this upcoming weekend again using the Valve Index.

Happy VR Gaming!

]]>
RTX 4090 Performance – 45 Games, VR & Pro Apps Benchmarked https://babeltechreviews.com/rtx-4090-performance-45-games-vr-pro-apps-benchmarked/ https://babeltechreviews.com/rtx-4090-performance-45-games-vr-pro-apps-benchmarked/#comments Tue, 11 Oct 2022 07:27:53 +0000 /?p=28708 Read more]]> The $1599 RTX 4090 Performance of 45 Games, VR, SPEC, Pro Apps, Workstation & GPGPU

BTR recently received a RTX 4090 Founders Edition (FE) from Nvidia and we have been testing it for the past ten days by using 45 pancake and VR games plus GPGPU benchmarks. In addition, although the RTX 4090 is not a workstation card, we have added workstation SPEC benches and selected popular creative and synthetic apps. Although this new flagship Ada Lovelace card arrives with multiple new features including DLSS 3, this review will focus on testing raw performance, not upscaling.

The RTX 4090 is touted as a beast in every way by Nvidia as the fastest video card for gaming with up to 4X the performance of the Ampere flagship or up to 2X the performance without using DLSS 3. The RTX 4090 boasts 83 Shader-TFLOPS, 191 RT-TFLOPS, and 1.3 Tensor petaFLOPS. It achieves over 1 TB/s memory bandwidth using 24 GB of GDDR6X memory. Its 72 MB L2 cache offers a 12X improvement over the RTX 3090 Ti.

We will focus on RTX 4090 raw performance as well as consider whether the new RTX 4090 Founders Edition at $1599 delivers a good value as a compelling upgrade from the RTX 3090 which launched at $1499 two years ago. We will also compare performance with the RX 6900 XT. In addition to gaming, VR, and SPECworkstation3 GPU results, we have added creative results using Geekbench, the Blender 3.3.0 benchmark, and complete Sandra 2020 and AIDA64 GPGPU benchmark results plus some pro applications including Blender rendering and OTOY OctaneRender.

We benchmark using Windows 11 Pro Edition 2H22 at 2560×1440 and at 3840×2160 using Intel’s Core i9-12900K and 32GB of T-FORCE DELTA RGB 6400MHz CL40 DDR5 2x16GB memory on an ASUS ROG Maximus Apex motherboard. All games and benchmarks are the latest versions, and we use the latest GeForce Game Ready press drivers for games and for testing pro apps, and Adrenalin 22.10.1 for the RX 6900 XT benching.

Let’s first take a quick look at the RTX 4090 Founders Edition before we go to the test configuration

The RTX 4090 Founders Edition Unboxing

Just like as with all RTX 3000 Founders Edition cards, the RTX 4090 comes in a similar “shoebox” style where the card inside lays flat at an slight incline for display. However, the RTX 4090 box is much thicker and probably close to 50% larger.

Score 10/10 for presentation but not so well for environmental consciousness and recyclability

The system requirements, contents, and warranty information are printed on the bottom of each box. The RTX 4090 requires an 850W power supply unit – 100W more than the RTX 3090 – and the case must have space for a 304mm (L) x 137mm (W) x 61mm (H) three-slot card. However, it easily fits in our Corsair 5000D ATX mid-tower. The extra thick packing of the box protects the card. Inside the box and beneath the card are warnings, a quick start guide, and warranty information, plus the PCIe Gen5 power cable adapter to quad PCIe 8-pin cables that will be required to connect the RTX 4090 to most PSUs.

The RTX 4090 Founders Edition exudes a premium and solid feel from its industrial design. It is a very heavy 3-slot card and we use two thumbscrews to lock it down, taking care not to damage our PCIe slot.

The power connector adapter requires three or four molex cables from the PSU to operate; the fourth cable is for overclocking. Newer PSUs may offer the new PCIe Gen5 single cable connector instead of a bulky quad cable.

Turning the card over, we see a similar design of the Ada Lovelace FEs to the Ampere cards with a fan also on the other side.

The IO panel has a very large air vent and four connectors. The connectors are similar to the Founders Edition of the RTX 3090. Three DisplayPort 1.4 connectors are included, and the HDMI 2.1 connector allows for 4K/120Hz or 8K/60Hz over a single HDMI cable.

The other end offers a removable plate for enthusiasts to use a support bracket.

The RTX 4090 Founders Edition is a beautiful card with a very unique industrial style, and it’s larger than the RTX 3090 which is itself an imposing card. However, the larger Ada Lovelace card tends not to heat up like the RTX 3090 and it is also much quieter under full load. It looks great installed inside a case.

Disassembly appears to be very difficult and should give pause to any enthusiast who may have custom watercooling in mind. In fact, we think that watercooling is a waste for the Founders Edition as it doesn’t have any thermal issues.

Let’s check out our test configuration.

Test Configuration

Test Configuration – Hardware

  • Intel Core i9-12900KF (HyperThreading and Turbo boost at stock settings)..
  • ASUS ROG Maximus Z690 Apex LGA1700 motherboard (Intel Z690 chipset, latest BIOS, PCIe 5.0, DDR5)
  • T-Force Delta RGB PC5-51200 6400MHz DDR5 CL40 2x16GB kit, supplied by TeamGroup
  • Valve Index, 90Hz
  • Gigabyte RX 6900 XT GAMING OC, GV-R69XTGAMING OC-16GD 16GB, factory clocks
  • RTX 3090 24GB Founders Edition, factory clocks, supplied by Nvidia
  • RTX 4090 24GB Founders Edition, stock clocks, supplied by Nvidia
  • 2 x T-Force Cardea Ceramic C440; 2TB PCIe Gen 4 x4 NVMe SSD (one for AMD/one for Nvidia)
  • T-Force M200 4TB USB 3.2 Gen2x2 Type-C Portable SSD, supplied by TeamGroup
  • Super Flower LedEx, 1200W Platinum 80+ power supply unit
  • MSI MAG Series CORELIQUID 360R (AIO) 360mm liquid CPU cooler
  • Corsair 5000D ATX mid-tower (plus 1 x 140mm fan; 2 x 120mm Noctua fans)
  • BenQ EW3270U 32? 4K HDR 60Hz FreeSync monitor
  • LG C1 48″ 4K OLED HDR 120Hz display/TV

Test Configuration – Software

  • GeForce press drivers for the RTX 3090 and RTX 4090, and Adrenalin 22.10.1 for the RX 6900 XT.
  • High Quality, prefer maximum performance, single display, set in the Nvidia control panel.
  • High Quality textures, all optimizations off in the Adrenalin control panel
  • VSync is off in the control panel and disabled for each game
  • AA enabled as noted in games; all in-game settings are Ultra Preset or highest with 16xAF always applied – no upscaling is used except for five DLSS games tested using the Quality preset.
  • Highest quality sound (stereo) used in all games
  • All games have been patched to their latest versions
  • Gaming results show average frame rates in bold including minimum frame rates shown on the chart next to the averages in a smaller italics font where higher is better. The minimums are expressed by 1% lows (99th-percentile) in FPS
  • Windows 11 Pro edition; 22H2 clean install for GeForce and Radeon cards on separate identical NVMe SSDs. DX11 titles are run under the DX11 render path. DX12 titles are run under DX12, and seven games use the Vulkan API.
  • Latest DirectX

Games

Vulkan

  • Sniper Elite
  • DOOM Eternal
  • Red Dead Redemption 2
  • Ghost Recon: Breakpoint
  • Wolfenstein Youngblood
  • World War Z
  • Strange Brigade

DX12

  • Spiderman: Remastered
  • F1 2022
  • Ghostwire: Tokyo
  • Elden Ring
  • God of War
  • Dying Light 2
  • Forza Horizon 5
  • Call of Duty: Vanguard
  • Marvel’s Guardians of the Galaxy
  • Far Cry 6
  • DEATHLOOP
  • Chernobylite
  • Resident Evil Village
  • Metro Exodus Enhanced Edition
  • Hitman 3
  • Godfall
  • DiRT 5
  • Assassin’s Creed Valhalla
  • Cyberpunk 2077
  • Watch Dogs: Legions
  • Horizon Zero Dawn
  • Death Stranding
  • Borderlands 3
  • Tom Clancy’s The Division 2
  • Civilization VI – Gathering Storm Expansion
  • Battlefield V
  • Shadow of the Tomb Raider

DX11

  • Overwatch 2
  • Total War: Warhammer III
  • Days Gone
  • Crysis Remastered
  • Destiny 2 Shadowkeep
  • Total War: Three Kingdoms
  • Grand Theft Auto V

VR Games

  • Assetto Corsa: Competizione
  • Elite Dangerous
  • F1 2022
  • No Man’s Sky
  • ProjectCARS 2

Synthetic

  • TimeSpy & Time Spy Extreme (DX12)
  • 3DMark FireStrike – Ultra & Extreme
  • Superposition
  • VRMark Blue Room
  • AIDA64 GPGPU benchmarks
  • Blender 3.3.0 benchmark
  • Geekbench
  • Sandra 2020 GPGPU Benchmarks
  • SPECworkstation3
  • SPECviewperfect 2020
  • Octanebench
  • FrameView benching tool
  • OCAT benching tool

NVIDIA Control Panel settings

Here are the NVIDIA Control Panel settings.

Unfortunately, we did not have time to check out overclocking, but temperatures and noise levels are lower than the RTX 3090 FE. We plan to follow this review up with a VR review, an overclocking review, and a DLSS 3 review.

Let’s check out performance using 41 pancake and 5 VR games plus Workstation and creative benches on the next page.

Performance summary charts & graphs

Main Performance Gaming Summary Charts

Here are the summary charts of 41 games and 6 synthetic tests. The highest settings are always chosen, ray tracing is enabled for all games that offer it, and the settings are listed on the chart. The benches were run at 2560×1440 and at 3840×2160 as it is pointless to test at 1920×1080 with such a powerful card. In fact, we see CPU bottlenecking at 1440P for certain games.

Three cards are compared and they are listed in order starting with the RTX 4090, the RX 6900 XT, and the RTX 3090. We do not have a RX 6950 XT or a RTX 3090 Ti and no other cards are in this class.

All results, except for synthetic scores, show average framerates, and higher is better. Minimum framerates are next to the averages in italics and in a slightly smaller font. Minimum framerates are expressed by the 99th-percentile (1% lows) and higher is better.

The RTX 4090 offers an overall 160% to 180% improvement over the RTX 3090’s baseline performance (at 100%) depending on the resolution and individual game, and in several examples it offers nearly a 200% improvement!

All of the games that we tested ran well on the RTX 4090. Although some games show less of a performance increase than others due to being CPU bound even at 1440P, it is a blowout and the RTX 4090 FE wins every game benchmark over the RTX 3090 and RX 6900 XT – it crushes the former Ampere and RDNA2 flagships. This is achieved with no upscaling whatsoever!

The RTX 4090 is the first single-GPU card that is truly suitable for 4K/60+ FPS using ultra/maxed-out ray traced settings for most modern demanding games without any upscaling, and it’s probably even solid for 4K/120 FPS using Quality DLSS which has equivalent or better visuals than the native image.

Next we look at five RTX/DLSS enabled games, each using maximum ray traced settings and the highest Quality DLSS.

RTX/DLSS Benchmarks

The RTX 4090 FE maintains its performance dominance over the RTX 3090 FE and pulls even further away when Quality DLSS is enabled.

Using Quality DLSS, we can see that the RTX 4090 will take advantage of an LG C1 4K/120Hz panel using the most demanding ray traced modern games. From testing DLSS 2 exhaustively, we note that the Quality setting at 4K is visually equal to or better than the native image.

We only had a little time to check out DLSS 3 which upscales far better than DLSS 2 and looks just as good. We believe that DLSS 3 will prove especially advantageous for the less powerful upcoming Ada Lovelace cards and will devote an upcoming review to it.

Next, we look at VR performance.

VR Games

For this review we benchmarked the Valve Index and set the SteamVR render resolution to 150% (2758×2740) which is considered ideal, if overkill, to compensate for lens distortion, and it’s well above our usual benchmarking render resolution at 100%. This higher render resolution gives the visuals exceptional clarity. The Index is still considered one of the best overall headsets due to its outstanding tracking and solid feature set, and we are going to compare the performance of the RX 4090 versus the RX 3090 at each game’s Ultra/Highest settings.

IMPORTANT: BTR’s charts use frametimes in ms where lower is better, but we also compare “unconstrained framerates” which shows what a video card could deliver (headroom) if it wasn’t locked to either 90 FPS or to 45 FPS by the HMD. In the case of unconstrained FPS, measuring just one important performance metric, faster is better.

Let’s individually look at our 5 sim-heavy VR games’ performance using FCAT VR. All of these games were benchmarked at 150% SteamVR resolution as we compare the stock-clocked RTX 4090 FE with the stock RTX 3090 FE using the Valve Index and FCAT VR.

First up, Assetto Corsa Competizione.

Assetto Corsa: Competizione (ACC)

BTR’s sim/racing editor, Sean Kaldahl created the replay benchmark run that we use for both the pancake game and the VR game. It is run at night with 20 cars, lots of geometry, and the lighting effects of the headlights, tail lights, and everything around the track looks spectacular.

Just like with Project CARS, you can save a replay after a race. Fortunately, the CPU usage is the same between a race and its replay so it is a reasonably accurate benchmark using the Circuit de Spa-Francorchamps.
iRacing may be more accurate or realistic, but Assetto Corsa: Competizione has some appeal because it feels more real than many other racing sims. It delivers the sensation of handling a highly-tuned racing machine driven to its edge. We test the VR Ultra preset.

VR Ultra

Here are the ACC FCAT VR frametimes using VR Ultra.

Here are the details are reported by FCAT-VR:

The RTX 3090 delivered 46.26 unconstrained FPS with 7884 (62%) synthesized frames with 1 dropped frame and 1 Warp miss.

The RTX 4090 delivered 78.63 unconstrained FPS together with 6346 (50%) synthetic frames but with no dropped frames nor Warp misses.

The ACC racing experience is better with the RTX 4090. However, the only way that the RTX 4090 can play on VR Epic is to lower the SteamVR render resolution to 100% as it is best to have no synthesized frames.

Next, we check out Elite Dangerous next.

Elite Dangerous (ED)

Elite Dangerous is a popular space sim built using the COBRA engine. It is hard to find a repeatable benchmark outside of the training missions.

A player will probably spend a lot of time piloting his space cruiser while completing a multitude of tasks as well as visiting space stations and orbiting a multitude of different planets. Elite Dangerous is also co-op and multiplayer with a dedicated following of players.

We picked the Ultra Preset and we set the Field of View to its maximum. Here are the frametimes.

Here are the details as reported by FCAT-VR:

The RTX 3090 delivered 137.33 unconstrained FPS with 1 synthesized frames with 1 dropped frame and 1 Warp miss.

The RTX 4090 delivered 236.17 unconstrained FPS together with no synthetic frames and with no dropped frames nor Warp misses.

The experience playing Elite Dangerous at Ultra settings is not perceptibly different on either video card but the RTX 4090 has a lot more performance headroom to increase the render resolution or to use a higher resolution headset like the Reverb G2 or the Vive Pro 2.

Let’s look at our newest VR sim, F1 2022.

F1 2022

Codemasters has captured the entire Formula 1 2021 season racing in F1 2022, and the VR immersion is good. The graphics are customizeable and solid, handling and physics are good, the AI is acceptable, the scenery is outstanding, and the experience ticks many of the necessary boxes for a racing sim.

Here is the frametime plot for F1 2022.

Here are the details as reported by FCAT-VR.

The RTX 3090 delivered 117.16 unconstrained FPS with 2 synthesized frames but no dropped frames or Warp misses.

The RTX 4090 delivered 192.66 unconstrained FPS together with no synthetic frames and with no dropped frames nor Warp misses.

The experience playing F1 2022 using the Ultra preset is not very different on either video card but the RTX 4090 has more performance headroom to increase the framerate to 120Hz or to use a higher resolution headset.

Next we check out No Man’s Sky.

No Man’s Sky (NMS)

No Man’s Sky is an action-adventure survival single and multiplayer game that emphasizes survival, exploration, fighting, and trading. It is set in a procedurally generated deterministic open universe, which includes over 18 quintillion unique planets using its own custom game engine.

The player takes the role of a Traveller in an uncharted universe by starting on a random planet with a damaged spacecraft equipped with only a jetpack-equipped exosuit and a versatile multi-tool that can also be used for defense. The player is encouraged to find resources to repair his spacecraft allowing for intra- and inter-planetary travel, and to interact with other players.

Here is the No Man’s Sky Frametime plot. We set the settings to Maximum which is a step over Ultra including setting the anisotropic filtering to 16X and upgrading to FXAA+TAA. Since DLSS is available for RTX cards and the Quality setting improves performance without impacting image quality, we used it.

Here are the FCAT-VR details of our comparative runs.

The RTX 3090 delivered 109.88 unconstrained FPS with 198 (3%) synthesized frames but no dropped frames or Warp misses.

The RTX 4090 delivered 183.68 unconstrained FPS together with 4 synthetic frames and with no dropped frames nor Warp misses.

The experience playing No Man’s Sky using the highest settings is not very different on either video card but the RTX 4090 has far more performance headroom.

Let’s continue with another VR game, ProjectCARS 2, that we still like better than its successor even though it is no longer available for online play.

Project CARS 2 (PC2)

There is a real sense of immersion that comes from playing Project CARS 2 in VR using a wheel and pedals. It uses its in-house Madness engine, and the physics implementation is outstanding. We are disappointed with Project CARS 3, and will continue to use the older game instead for VR benching.

Project CARS 2 offers many performance options and settings and we prefer playing with SMAA Ultra rather than to use MSAA.

Project CARS 2 performance settings

We used maximum settings including for Motion Blur.

Here is the frametime plot.

Here are the FCAT-VR details.

The RTX 3090 delivered 113.60 unconstrained FPS with no synthesized frames and no dropped frames or Warp misses.

The RTX 4090 delivered 209.53 unconstrained FPS together with no synthetic frames and with no dropped frames nor Warp misses.

The experience playing Project CARS 2 using maximum settings is similar for both video cards but the RTX 4090 has far more performance headroom to increase the framerate to 120Hz or to use a higher resolution headset like the Vive Pro 2 or Reverb G2.

Amazing. Although all of these maxed out VR benchmarks were run at SteamVR’s 150% render resolution (2758×2740), the RTRX 4090 only broke a sweat playing ACC.

Unconstrained Framerates

The following chart summarizes the overall Unconstrained Framerates (the performance headroom) of our two cards using our 5 VR test games. The preset is listed on the chart and higher is better.

The RX 4090 FE delivers far higher unconstrained frames for all VR benchmarks over the RTX 3090 FE in this important performance metric. However, unconstrained framerates are just one metric that has to be taken together with the frametime plots to have any meaning. It is clear that the RTX 4090 is ready for higher resolution headsets than the Valve Index. We’ll follow up this review with an expanded VR review using the Reverb G2 and Vive Pro.

Creative, Pro & Workstation Apps

Let’s look at Creative applications next to see if the RTX 4090 is a good upgrade from the RTX 3090 or RX 6900 XT. We test starting with Geekbench.

GeekBench

GeekBench is an excellent CPU/GPU benchmarking program which runs a series of tests and times how long a GPU (in this case) takes to complete its tasks. It benchmarks OpenCL, Vulcan, and CUDA performance

OpenCL, Vulcan, and CUDA Performance

RTX 6900 XT

First, OpenCL performance.

Next we test the RTX 6900 XT using Vulcan.

The 6900 XT does not run CUDA, so we move on to RTX 3090 performance.

RX 3090

First, OpenCL performance.

Next we test the RX 3090 using Vulcan.

Finally, RTX 3090 CUDA performance.

We move on to RTX 4090 performance

RX 4090

First, OpenCL performance.

Next we test the RX 4090 using Vulcan.

Finally, RTX 4090 CUDA performance.

The summary charts below show the comparative performance scores.

Again, the RTX 4090 performance is outstanding.

Next up, Blender benchmark.

Blender 3.3.0 Benchmark

Blender is a very popular open source 3D content creation suite. It supports every aspect of 3D development with a complete range of tools for professional 3D creation.

For the following chart, higher is better as the benchmark renders a scene multiple times and gives the results in samples per minute.

Blender’s benchmark performance is highest using the RTX4090, and often the amount of time saved is substantial over using the next fastest card, the RTX 3090.

Next, we look at the OctaneBench.

OTOY Octane Bench

OctaneBench allows you to benchmark your GPU using OctaneRender. The hardware and software requirements to run OctaneBench are the same as for OctaneRender Standalone.

We run OctaneBenc 2020.1.5 for Windows and here are the RTX 3090’s complete results and overall score of 671.17

We compare the score and results for the RTX 4090 – almost double the RTX 3090 score with 1261.64

Here is the summary chart comparing the RTX 4090 with the RTX 3090 overall scores.

The RTX 4090 is a beast of a card when used for rendering.

Next, we move on to AIDA64 GPGPU benchmarks.

AIDA64

AIDA64 is an important industry tool for benchmarkers. Its GPGPU benchmarks measure performance and give scores to compare against other popular video cards.

AIDA64’s benchmark code methods are written in Assembly language, and they are well-optimized for every popular AMD, Intel, NVIDIA and VIA processor by utilizing the appropriate instruction set extensions. We use the Engineer’s full version of AIDA64 courtesy of FinalWire. AIDA64 is free to to try and use for 30 days. CPU results are also shown for comparison with the RTX 4090 GPGPU benchmarks.

Here is the chart summary of the AIDA64 GPGPU benchmarks with the RTX 4090, the RTX 3090 and the RX 6900 XT side-by-side.

Generally the RTX 3090 is faster at almost all of AIDA64’s GPGPU benchmarks than the other cards. So let’s look at Sandra 2020 next.

SiSoft Sandra 2020

To see where the CPU, GPU, and motherboard performance results differ, there is no better tool than SiSoft’s Sandra 2020. SiSoftware SANDRA (the System ANalyser, Diagnostic and Reporting Assistant) is a excellent information & diagnostic utility in a complete package. It is able to provide all the information about your hardware, software, and other devices for diagnosis and for benchmarking. Sandra is derived from a Greek name that implies “defender” or “helper”.

There are several versions of Sandra, including a free version of Sandra Lite that anyone can download and use. 20/21-R16a is the latest version, and we are using the full engineer suite courtesy of SiSoft. Sandra 2020 features continuous multiple monthly incremental improvements over earlier versions of Sandra. It will benchmark and analyze all of the important PC subsystems and even rank your PC while giving recommendations for improvement.

With the above in mind, we ran Sandra’s intensive GPGPU benchmarks and charted the results summarizing them. The performance results of the RTX 4090 are compared with the performance results of the RTX 3080, and the RX 6900 XT.

In Sandra GPGPU benchmarks, the RTX 4090 is much faster than the RTX 3090 and it distinguishes itself in every area – Processing, Cryptography, Financial and Scientific Analysis, Image Processing, and Bandwidth.

Next up, SPEC benchmarks.

SPECworkstation3.1 Benchmarks

All the SPECworkstation 3 benchmarks are based on professional applications, most of which are in the CAD/CAM or media and entertainment fields. All of these benchmarks are free except for vendors of computer-related products and/or services.

The most comprehensive workstation benchmark is SPECworkstation 3. It’s a free-standing benchmark which does not require ancillary software. It measures GPU, CPU, storage and all other major aspects of workstation performance based on actual applications and representative workloads. We only tested the GPU-related workstation performance as checked in the image above.

Here are our raw SPECworkstation 3.1 raw scores for the RX 6900 XT:

Here are our raw SPECworkstation 3.1 raw scores for the RTX 3090:

Finally, here are our SPECworkstation 3.1 raw scores for the RTX 4090:

Below are the SPECworkstation 3.1 RTX 4090 results summarized in a chart along with the two competing cards, the RTX 3090, and the RTX 6900 XT. Higher is better since we are comparing scores.

The RTX 4090 is not a workstation card, yet it uses brute force to win most of the benches against the other two cards. The Radeon scores unbelievably high in snx-03, however, and we have no explanation for this result.

Finally, we benchmark using SPECviewperfect GPU benches.

SPECviewperf 2020 GPU Benches

The SPEC Graphics Performance Characterization Group (SPECgpc) has released a 2020-22 version of its SPECviewperf benchmark that features updated viewsets, new models, support for up to 4K display resolutions, and improved set-up and results management. We use the highest available 3800×2120 display resolution for highend cards.

Here are SPECviewperf 2020 GPU RTX 4090 benchmarks summarized in a chart together with our two competing cards.

Although we see different architectures with different strengths and weaknesses, the RTX 4090 is a beast in these SPEC benchmarks.

The RTX 4090 doesn’t offer any certifications for professional applications and it is not expected. It is likely that in workstation specific benchmarks, there will be cases where a Quadro board will outperform the RTX 4090 GeForce card. This is why professionals pay much more for Quadro than for any GeForce with otherwise equivalent raw performance.

After seeing the totality of the benches, many creative users will probably upgrade their existing systems with a new RTX 4090 series card based on the performance increases and the associated increases in productivity that they require. The question to buy the RTX 4090 or the RTX 3090 should be based on the workflow and requirements of each user as well as budget. Time is money to a professional depending on how these apps are used. Hopefully the benchmarks that we ran may help you decide.

Let’s head to our conclusion.

Final Thoughts

This has been a very enjoyable exploration evaluating the new Ada Lovelace RTX 4090 FE versus the RTX 3090 FE and Gigabyte RTX 6900 XT Gaming OC. The RTX 4090 performed brilliantly performance-wise. It totally blows away its other competitors as it is much faster. The RTX 4090 at $1599 is the upgrade from the $1499 RTX 3090 since the RTX 4090 gives at least a 160% (1.6X) improvement over its baseline performance. If a gaming enthusiast wants the very fastest card – just as the RTX 3090 was for the past two years (until the up to 10% faster RTX 3090 Ti was released), and doesn’t mind the $100 price increase – then the RTX 4090 is the only choice for intensive gaming and high resolution VR headsets.

The RTX 4090 is the flagship gaming card that can also run intensive creative apps very well, especially by virtue of its huge 24GB framebuffer. But it is still not a Quadro. These cards cost a lot more and are optimized specifically for workstations and also for professional and creative apps.

For RTX 3090 gamers who paid $1499 and who have disposable cash for their hobby, the RTX 4090 Founders Edition which costs $1599 is the card to maximize their upgrade. And for high-end gamers who also use creative apps, this card may become a very good value. Hobbies are very expensive to maintain, and the expense of PC gaming pales in comparison to what golfers, skiers, audiophiles, and many other hobbyists pay for their entertainment.

We cannot call the $1600 RTX 4090 a “good value” generally for gamers as it is a halo card although it provides more than 1.6X the performance of a RTX 3090. Of course, a RTX 3090 can be currently found at many etailers for under $1000 and a RTX 6900 XT for less than $700. Value is in the eye of the beholder, and the RTX 4090 delivers on its raw performance promises.

In addition, DLSS 3 brings a great future value to the new 4000 series as it has already received support from many of the world’s leading game developers, with more than 35 games and applications announcing support including game engines, including Unity, Unreal, and Frostbite Engine. If a game already uses DLSS 2 Super Resolution, upgrading to DLSS 3 is a relatively simple process that will make both Super Resolution and Frame Generation available. DLSS 3 leverages the same integration points as DLSS 2 (color buffer, depth buffer, engine motion vectors, and output buffers) and Nvidia Reflex, making upgrades from these existing SDKs easy for devs using the DLSS 3 Streamline plugin.

We will follow up with a DLSS 3 review since what we have experienced so far is extremely promising especially for upcoming less powerful Ada Lovelace cards.

Conclusion

We are very impressed with the RTX 4090 raw performance after spending more than 100 hours testing it over the past few days. It offers exceptional performance at Ultra 4K and and it even supports smooth playable gaming at 4K/120Hz using Quality DLSS and may be used for 8K gaming. It currently stands alone as the fastest video card in the world.

The Founders Edition of the RTX 4090 is well-built, solid, good-looking, and it stays cool and quiet even when overclocked – the card does not get hot like the RTX 3090 and it is much quieter under load. The RTX 4090 Founders Edition offers a big performance improvement over any previous Founders Editions in every metric.

Pros

  • The RTX 4090 is the fastest video card in the world
  • The RTX 4090 at $100 more than the RTX 3090 launched at is at least a 1.6X+ jump in raw performance
  • The RTX 4090 offers an overall 160% to 180% improvement over the RTX 3090’s baseline performance (at 100%) depending on the resolution and individual game, and in several examples it offers nearly a 200% improvement!
  • 24GB of fast vRAM and a fast core allow for 4K/120Hz gaming and it’s also very useful for intensive creative apps
  • Ray tracing is a game changer in every way and DLSS 2 is pure magic. DLSS 3 looks to be even more of a game changer
  • Ada Lovelace improves over Ampere with AI/deep learning and ray tracing to improve visuals while also increasing performance with DLSS 2 and especially with DLSS 3
  • The RTX 4090 Founders Edition design cooling is quiet and efficient; the GPU in a well-ventilated case stays much cooler and quieter than the RTX 3090
  • The industrial design is eye-catching and it is solidly built

Con

  • Price. At $1600, the RTX 4090 is not a good value for gaming except as a multi-purpose halo card or for bragging rights

The Verdict:

If you are a gamer who also uses creative apps where saving time is important, you may do yourself a favor by upgrading to a RTX 4090. For high-end gamers with disposable income, the RTX 4090 is a true 4K/120Hz video card for most modern games and it offers the highest performance as an upgrade from a RTX 3090 delivering from 160% to nearly 200% improvement in raw performance power.

Stay tuned, there is a lot more on the way from BTR. Next up, we will more extensively test the RTX 4090, RTX 3080, and RX 6900 XT in VR using the Vive Pro 2 and Reverb G2 with an ETA of early next week. We also plan to follow up with an RTX 4090 overclocking review and a DLSS 3 deep dive. Stay tuned to BTR!

Happy Gaming!

UPDATE: I shared my data with John Peddie Research and they posted their own take on the RTX 4090 focusing on averages and easy-to-read charts including their famous Pmark overall comparison.

]]>
https://babeltechreviews.com/rtx-4090-performance-45-games-vr-pro-apps-benchmarked/feed/ 19
VR Value Wars: The Hellhound 6650 XT & RX 6700 XT vs. the RTX 3060 & 3060 Ti https://babeltechreviews.com/vr-value-wars-the-hellhound-6650-xt-rx-6700-xt-vs-the-rtx-3060-3060-ti/ https://babeltechreviews.com/vr-value-wars-the-hellhound-6650-xt-rx-6700-xt-vs-the-rtx-3060-3060-ti/#comments Mon, 08 Aug 2022 20:43:16 +0000 /?p=28297 Read more]]> The Hellhound 6650 XT & RX 6700 XT vs. the RTX 3060 & 3060 Ti – Finding the best VR value

Video card prices have normalized and most prices of new video cards in the USA have dropped to at or below MSRP, plus there are sales and bundles to be found. This VR review of the Hellhound RX 6650 XT is our follow-up to BTR’s original review in May. We found that the RX 6650 XT beats up on the RTX 3060 but falls short of the RTX 3060 Ti in rasterized pancake gaming. This time, we want to see how the Hellhound performs compared to its faster sibling, the RX 6700 XT, and against the RTX 3060 and RTX 3060 Ti to see if it is a good entry level VR value.

The Hellhound RX 6650 XT is currently below MSRP for $369.99 at Newegg which AMD has positioned against entry level RTX 3060s which can be found starting at $380. RX 6700 XTs can be found starting at $430 and the RTX 3060 Ti can be found starting at $470. We have found the RX 6650 XT to be faster than than the RTX 3060 in rasterized pancake games but outclassed by the Ti which is in turn is slightly slower than the RX 6700 XT. For this VR value showdown, we will use the Valve Index and 10 VR games to compare the performance of the RX 6650 XT and the RX 6700 XT versus the RTX 3060 and RTX 3060 Ti.

We want to see if the RX 6650 XT is adequate as an entry level mainstream card to power a Valve Index. Although a fast CPU is important for geometry and other processing, smooth VR delivery depends primarily on the video card. An underpowered video card can even cause reprojecting and artifacting for a substandard playing experience that may even lead to VR sickness.We currently benchmark ten VR games using the Valve Index that features 2880×1600 resolution (1440×1600 pixels per eye), and we have changed our benching suite and added three new VR games: F1 2022, Kayak Mirage, and Sniper Elite VR.

BTR’s testing platform is an Intel Core i9-12900K, an ASUS ROG Maximus Apex Z690 motherboard, and 32 GB of T-Force DDR5 at 6400MHz on a recent clean install of Windows 11 Pro Edition.

It is important to be aware of VR performance since poorly delivered frames can make a VR experience unpleasant. It’s also important to understand how we accurately benchmark VR games using FCAT-VR as explained here. But before we benchmark our VR games, check out our Test Configuration below.

Test Configuration – Hardware

  • Intel Core i9-12900KF (HyperThreading and Turbo boost at stock settings)..
  • ASUS ROG Maximus Z690 Apex LGA 1700 motherboard (Intel Z690 chipset, latest BIOS, PCIe 5.0, DDR5)
  • T-FORCE DELTA RGB PC5-51200 6400MHz DDR5 CL40 2x16GB kit, supplied by TeamGroup
  • Valve Index, 90Hz
  • Hellhound RX 6650 XT 8GB, factory clocks, on loan from PowerColor
  • Red Devil RX 6700 XT 12GB, factory clocks, on loan from PowerColor
  • RTX 3060 Black 12GB, factory clocks, on loan from EVGA
  • RTX 3060 Ti 8GB Founders Edition, stock clocks, on loan from NVIDIA
  • T-FORCE CARDEA Ceramic C440 2 x 2TB PCIe Gen 4 x4 NVMe SSD (one for AMD/one for NVIDIA)
  • T-FORCE DELTA MAX White 1TBSATA III SSD (Storage), supplied by TeamGroup
  • Super Flower LedEx, 1200W Platinum 80+ power supply unit
  • MSI MAG Series CORELIQUID 360R (AIO) 360mm liquid CPU cooler
  • Corsair 5000D ATX mid-tower (plus 1 x 140mm fan; 2 x 120mm Noctua fans)
  • Samsung G7 27? 1440P HDR600, 240Hz FreeSync/Gsync monitor

Test Configuration – Software

  • GeForce 516.79 drivers – Stock settings in the NVIDIA control panel
  • Adrenalin 22.6.1 drivers. Stock settings in the AMD control panel
  • Windows 11 latest updates
  • Latest DirectX
  • All 10 VR games are patched to their latest versions at time of publication
  • FCAT VR Capture (non-public) Beta
  • FCAT VR Beta 18 (non-public)
  • SteamVR – at 100% resolution

10 VR Game benchmark suite

SteamVR Games

  • Assetto Corsa Competizione
  • Elite Dangerous
  • F1 2022
  • Kayak Mirage
  • Myst
  • No Man’s Sky
  • Skyrim
  • Sniper Elite VR
  • The Vanishing of Ethan Carter
  • The Walking Dead: Saints & Sinners

It is important to remember that BTR’s charts use frametimes in ms where lower is better, but we also compare “unconstrained framerates” which shows what a video card could deliver (headroom) if it wasn’t locked to either 90 FPS or to 45 FPS by the HMD. In the case of unconstrained FPS which measures just one important performance metric, faster is better.

Let’s individually look at our ten VR games’ performance using FCAT VR. All of our games were benchmarked at 100% SteamVR resolution as we benchmark the Hellhound RX 6650 XT to see how it compares with the EVGA RTX 3060 XC Black and against the Red Devil RTX 6700 XT and RTX 3060 Ti Founders Edition.

First up, Assetto Corsa Competizione.

Assetto Corsa Competizione

BTR’s sim/racing editor, Sean Kaldahl created the replay benchmark run used for both the pancake game and the VR game. It is run at night with lots of geometry, and the lighting effects of the headlights, tail lights, and everything around the track adds to the feel of racing.

Just like with Project CARS, you can save a replay after a race. The CPU usage is the same between a race and its replay so it is a reasonably accurate benchmark using the Circuit de Spa-Francorchamps against 20 AI drivers.

Although iRacing may be more accurate or realistic, Assetto Corsa Competizione has some appeal because it feels more real than many other racing sims. It delivers the sensation of handling a highly-tuned racing machine driven to its edge.

Here are the VR Low frametimes.

Here are the details are reported by FCAT-VR:

The RTX 3060 achieved 123.89 unconstrained FPS with no dropped frames nor Warp misses but with 42 synthetic frames generated.

The RX 6650 XT managed to deliver 137.15 unconstrained FPS with no dropped frames or Warp misses, but 1 frame was synthesized.

The RTX 3060 Ti achieved 170.66 unconstrained FPS with 4 dropped frames and 4 Warp misses plus 4 synthetic frames generated.

The RX 6700 XT managed to deliver171.69 unconstrained FPS with no dropped frames or Warp misses nor were any synthetic frames generated.

The experience playing Assetto Corsa Competizione on VR Low is similar for all 4 cards. Unfortunately VR Low shows a noticeable drop in visuals from VR High and we would suggest increasing individual settings when playing with the two stronger cards that offer more performance headroom. Unfortunately, there is no “VR Medium” preset.

Let’s check out Elite Dangerous next.

Elite Dangerous

Elite Dangerous is a popular space sim built using the COBRA engine. It is hard to find a repeatable benchmark outside of the training missions. We picked a reasonably representative and repeatable benchmark inside of an asteroid field.

A player will probably spend a lot of time piloting his space cruiser while completing a multitude of tasks as well as visiting space stations and orbiting a multitude of different planets (~400 billion). Elite Dangerous is also co-op and multiplayer with a very dedicated following of players.

We picked the Medium Preset and we set the field of view (FoV) to its maximum. Here are the frametimes.

Here are the details are reported by FCAT-VR:

The RTX 3060 achieved 100.67 unconstrained FPS with no dropped frames nor Warp misses but with 142 (2%) synthetic frames generated.

The RX 6650 XT produced 116.42 unconstrained FPS with no dropped frames or Warp misses, and no frames were synthesized.

The RTX 3060 Ti achieved 138.36 unconstrained FPS with 2 dropped frames and 2 Warp misses plus 16 synthetic frames were generated.

The RX 6700 XT delivered 138.74 unconstrained FPS with no dropped frames or Warp misses but 4 synthetic frames were generated.

All four cards deliver an similar experience on High settings, but the RX 6650 XT has a little extra performance headroom over the RTX 3060. The RTX 3060 Ti and the RX 6700 XT both give the same experience and more headroom to increase individual settings or resolution over the two weaker cards

Let’s continue with F1 2022.

F1 2022

Codemasters has captured the entire Formula 1 2021 season racing in F1 2022, and the VR immersion is good. The graphics are customizeable and solid, handling and physics are good, the AI is acceptable, the scenery is outstanding, and the experience ticks many of the necessary boxes for a racing sim. Best of all, it runs well on the cards we tested.

Here is the frametime plot for F1 2022.

Here are the details as reported by FCAT-VR.

The RTX 3060 struggled with 97.37 unconstrained FPS with 10 dropped frames and 10 Warp misses plus 4565 (46%) synthetic frames generated.

The RX 6650 XT managed to deliver 108.63 unconstrained FPS with no dropped frames or Warp misses, but 50 (1%) frames were synthesized.

The RTX 3060 Ti 131.63 delivered unconstrained FPS with 2 dropped frames and 2 Warp misses plus 14 synthetic frames were generated.

The RX 6700 XT achieved 141.20 unconstrained FPS with no dropped frames or Warp misses and no synthetic frames were generated.

The RTX 3060 really struggled with the F1 2022 VR Medium preset unlike the RX 6650 XT, and the RX 6700 XT edged out the RTX 3060 Ti with a bit more performance headroom.

Next we check out Kayak VR: Mirage.

Kayak VR: Mirage

The outstanding near-photorealistic visual fidelity really sets Kayak VR: Mirage apart from other simulators. It boasts a wide range of locales with day/night/sunset options offering tropical, icy, desert, and even stormy scenarios with trips to Costa Rica, Antarctica, Norway, and Australia and occasional interactions with wildlife. It can be played as a relaxing sim or as a strenous workout with competitive time trials which offer asynchronous multiplayer and ranking on global leaderboards.

We benchmark at 100% resolution with the highest “Cinematic” in-game settings but do not use DLSS or FSR.

Here is the frametime plot for Kayak VR: Mirage.

Here are the FCAT-VR details.

The RTX 3060 struggled with 88.74 unconstrained FPS with 1 dropped frame and 1 Warp miss plus but 2603 (41%) synthetic frames generated.

The RX 6650 XT managed to deliver 99.12 unconstrained FPS with no dropped frames or Warp misses, but 265 (4%) frames were synthesized.

The RTX 3060 Ti achieved 122.38 unconstrained FPS with 2 dropped frames and 2 Warp misses and 4 synthetic frames were generated.

The RX 6700 XT delivered 124.13 unconstrained FPS with no dropped frames or Warp misses and 4 synthetic frames were generated.

Kayak VR: Mirage looks fantastic at 100% resolution with maximum settings although we would recommend dropping settings for the RTX 3060 but not necessarily for the RX 6650 XT. The RX 6700 XT and the RTX 3060 Ti both give similar experiences although DLSS can be enabled for the GeForce card to increase the resolution further.

Next, we look at Myst.

Myst

Myst (2021), by Cyan Worlds Inc, is the latest remake of the iconic 1990s puzzle-adventure game. Myst was rebuilt to play in PC VR. Powered by Unreal Engine 4, it offers support for both AMD FidelityFX Super Resolution (FSR) and NVIDIA Deep Learning Super Sampling (DLSS) technologies to boost performance although we did not use them.

Myst boasts very good visuals and use the second highest settings – High, below Epic, and we leave SteamVR’s resolution at 100%.

Here are the frametimes plots of both of our cards.

Here are the details are reported by FCAT-VR:

The RTX 3060 struggled with 86.57 unconstrained FPS with 2 dropped frames and 2 Warp misses but 2801 (44%) synthetic frames were generated.

The RX 6650 XT also struggled to deliver 85.87 unconstrained FPS with no dropped frames or Warp misses, but 2832 (45%) frames were synthesized.

The RTX 3060 Ti achieved 122.25 unconstrained FPS with no dropped frames or Warp misses but 14 synthetic frames were generated.

The RX 6700 XT delivered 111.58 unconstrained FPS with no dropped frames or Warp misses and 59 (1%) synthetic frames were generated.

The RX 6650 XT and the RTX 3060 would each benefit from dropping the preset from High to Medium and/or using FSR or DLSS to improve the delivered FPS so that synthetic frames are unnecessary. The RTX 3060 Ti may have enough performance headroom using DLSS to potentially increase some individual settings.

Next, we will check out another demanding VR game, No Man’s Sky.

No Man’s Sky

No Man’s Sky is an action-adventure survival single and multiplayer game that emphasizes survival, exploration, fighting, and trading. It is set in a procedurally generated deterministic open universe, which includes over 18 quintillion unique planets using its own custom game engine.

The player takes the role of a Traveller in an uncharted universe by starting on a random planet with a damaged spacecraft equipped with only a jetpack-equipped exosuit and a versatile multi-tool that can also be used for defense. The player is encouraged to find resources to repair his spacecraft allowing for intra- and inter-planetary travel, and to interact with other players.

Here is the No Man’s Sky Frametime plot. We set the settings to Enhanced which is one step over Standard, but we also set the anisotropic filtering to 16X and upgraded to FXAA+TAA. Although DLSS is available for RTX cards and the Quality setting improves performance without impacting image quality significantly, we did not benchmark with it.

Here are the FCAT-VR details of our comparative runs.

The RTX 3060 struggled with 81.81 unconstrained FPS with 1 dropped frames and 1 Warp miss but 3462 (50%) synthetic frames were generated.

The RX 6650 XT also struggled to deliver 83.70 unconstrained FPS with no dropped frames or Warp misses, but 3490 (50%) frames were synthesized.

The RTX 3060 Ti delivered 118.40 unconstrained FPS with 2 dropped frames and 2 Warp misses but 120 (2%) synthetic frames were generated.

The RX 6700 XT managed 101.51 unconstrained FPS with no dropped frames or Warp misses and 319 (5%) synthetic frames were generated.

Both the RTX 3060 and the RX 6600 XT should use the Standard preset; neither card is strong enough to play on the Enhanced setting without synthesizing frames. On the other hand, the RTX 3060 Ti is well suited for the Enhanced preset and DLSS would be able to further increase the performance headroom, unlike with the RX 6700 XT which is able to just manage Enhanced.

Next we check out Sniper Elite VR.

Sniper Elite VR

Sniper Elite VR’s visuals are decent with good texture work that is well-realised. The building architecture and panoramas look good, explosions are convincing and the weapons sport a sense of weight, although not quite achieving realism. Of course, it is primarily an arcade style sniping game with its signature X-Ray kill cam, but it offers multiple ways to achieve goals including using explosives and three other primary weapon choices besides your rifle.

We benchmarked using the High preset. We did not use FSR.

Here is the frametime plot.

Here are the details:

The RTX 3060 managed 134.08 unconstrained FPS with no dropped frames or Warp misses but 35 (1%) synthetic frames were generated.

The RX 6650 XT delivered 141.95 unconstrained FPS with no dropped frames or Warp misses, and no frames were synthesized.

The RTX 3060 Ti gave the highest 193.96 unconstrained FPS of the four cards with no dropped or Warp misses and no synthetic frames were generated.

The RX 6700 XT 189.38 achieved unconstrained FPS with no dropped frames or Warp misses and no synthetic frames were generated.

All four cards deliver a similar playing experience on High with the faster two cards offering more performance headroom. We recommend that any performance headroom be used for increasing the SteamVR render resolution.

Next we will check out a classic VR game, Skyrim VR.

Skyrim VR

Skyrim VR is an older game that is no longer supported by Bethesda, but fortunately the modding community has adopted it. It is not as demanding as many of the newer VR ports so its performance is still very good on maxed-out settings using its Creation engine.

We benchmarked Skyrim VR using its highest settings but we did not increase or Supersample the resolution.

Here are the frametime results.

Here are the details of our comparative runs as reported by FCAT-VR.

The RTX 3060 managed 132.99 unconstrained FPS with 2 dropped frames and 2 Warp misses but 40 synthetic frames were generated.

The RX 6650 XT delivered 140.02 unconstrained FPS with no dropped frames or Warp misses, and 1 frame was synthesized.

The RTX 3060 Ti produced 183.41 unconstrained FPS with 3 dropped and 3 Warp misses and 3 synthetic frames were generated.

The RX 6700 XT achieved 185.91 unconstrained FPS with no dropped frames or Warp misses, and no synthetic frames were generated.

All cards deliver an identical vanilla Skyrim VR experience with a little bit of extra performance headroom for the RX 6650 XT, unlike with the RTX 3060, and a ton of extra headroom to add mods or to Supersample for the two faster cards.

The Vanishing of Ethan Carter

Although The Vanishing of Ethan Carter is an older first generation VR game built on the Unreal 4 engine, it still boasts amazing visuals even on entry-level cards. Although it is considered by some to be a walking simulator, it is also an excellent detective game with great puzzles. However, be aware that its style of locomotion tends to make some of its players VR sick.

There are only a few in-game graphics options available, so we picked the highest 130% resolution with TAA.

Here is the frametime plot.

Here are the FCAT-VR details.

The RTX 3060 managed 219.82 unconstrained FPS with 1 dropped frames and 1 Warp miss but no synthetic frames were generated.

The RX 6650 XT achieved 258.13 unconstrained FPS with no dropped frames nor Warp misses, and no frames were synthesized.

The RTX 3060 Ti produced 270.97 unconstrained FPS with 1 dropped frames and 1 Warp miss, but no synthetic frames were generated.

The RX 6700 XT delivered 304.39 unconstrained FPS with no dropped frames or Warp misses, and no synthetic frames were generated.

The experience playing The Vanishing of Ethan Carter on our medium VR settings is identical for all cards. The RX 6600 XT is faster than the RTX 3060 as the RX 6700 XT is faster than RTX 3060 Ti, which means there is a lot of performance headroom to increase the SteamVR render resolution.

Last up, The Walking Dead: Saints & Sinners.

The Walking Dead: Saints & Sinners

The Walking Dead: Saints & Sinner is the last of BTR’s 10 VR game benching suite. It is a first person survival horror adventure RPG with a strong emphasis on crafting. Its visuals using the Unreal 4 engine are very good and it makes good use of physics for interactions.

We benchmarked Saints and Sinners using its High preset and we left the Pixel Density at 100%. Here is the frametime chart.

Here are the details as reported by FCAT-VR.

The RTX 3060 managed 108.22 unconstrained FPS with 4 dropped frames and 4 Warp misses. In addition, 2565 (33%) synthetic frames were generated.

The RX 6650 XT provided 128.54 unconstrained FPS with no dropped frames nor Warp misses, and but 324 (4%) frames were synthesized.

The RTX 3060 Ti delivered 152.75 unconstrained FPS with 1 dropped frames and 1 Warp miss and 55 (1%) synthetic frames were generated.

The RX 6700 XT achieved 155.17 unconstrained FPS with no dropped frames or Warp misses, but 9 synthetic frames were generated.

Playing The Walking Dead: Saints & Sinners using the in-game High preset and 100% Pixel Density is too optimistic for both of our lower end cards and some individual setting should be lowered. However, the RX 6700 XT and the RTX 3060 Ti deliver a decent and similar High preset experience.

Let’s check out our conclusion.

Conclusion

It is great to see AMD and NVIDIA delivering two mainstream cards that are both again priced below $400 that are adequate for entry level VR using a Valve Index (or Vive Pro). AMD appears to have addressed the micro stutter VR driver issues we found when we tested the RTX 6600 XT versus the RTX 3060 last August, and the Radeon is now a faster card that offers slightly more VR performance headroom.

Both the RTX 3060 and the RX 6650 XT can max several VR games in our benching suite if the resolution is left at 100% or slightly subsampled, or if the in-game settings are lowered. But if a VR enthusiast is going to spend $1000 for a premium HMD, it makes sense to pair it with a faster video card like the RTX 3060 Ti or the RX 6700 XT. However, one cannot pair a high resolution headset like the Reverb G2 or the Vive Pro 2 with any of our four tested cards without lowering the resolution or settings.

To recap pricing: The Hellhound RX 6650 XT is currently below MSRP for $370 at Newegg versus entry level RTX 3060s which can be found starting at $380. The RX 6700 XT can be found starting at $430 and the RTX 3060 Ti can be found starting at $470. Make sure to check for new game bundles, sales, and promotions as both AMD’s and Nvidia’s promos recently ended. Video card pricing changes almost daily.

The RX 6650 XT offers a stronger VR performance at a slightly lower price than the RTX 3060 while the RTX 3060 Ti offers a similar VR experience to the RX 6700 XT. The advantage the GeForce cards hold over the Radeons is that they offer more DLSS supported VR games.

We did not test DLSS in VR nor did we use FSR and will leave that comparison for future reviews. We are going to take a break this week to play Spiderman: Remastered for PC and will be back with more great reviews next week.

Stay tuned to BTR!

Happy VR Gaming!

]]>
https://babeltechreviews.com/vr-value-wars-the-hellhound-6650-xt-rx-6700-xt-vs-the-rtx-3060-3060-ti/feed/ 2
Myst 2021 VR Performance Review Featuring DLSS https://babeltechreviews.com/myst-2021-vr-performance-review-featuring-dlss/ Fri, 24 Sep 2021 13:50:43 +0000 /?p=24946 Read more]]> Myst 2021 VR Performance Review of 9 AMD & NVIDIA Cards using FCAT-VR with the Vive Pro and the Pro 2 Featuring DLSS

Myst (2021), by Cyan Worlds Inc, is the latest remake of the iconic 1990s puzzle-adventure game. Myst was rebuilt to play in PC VR and for flatscreen gamers. Powered by Unreal Engine 4, the pancake game features gorgeous advanced ray traced graphics and support for both AMD FidelityFX Super Resolution (FSR) and NVIDIA Deep Learning Super Sampling (DLSS) technologies to boost performance. Unfortunately, the VR edition does not support ray tracing or FSR, so we will focus on DLSS as the game is especially demanding on the Epic Preset with a Vive Pro/Valve Index class VR headset and much more so with a Pro 2.

We offer a review of Myst‘s PC VR graphics performance using the latest AMD Radeon Software Adrenalin 21.9.2 driver with the RX 6800 XT/RX 6800/6700 XT/RX 6600 XT, and the latest GeForce Game-Ready 472.12 driver with the RTX 3080/3080 Ti/3070/3060 Ti/3060. We will also make suggestions for setting the best balance of visuals to performance for each card.

BTR received a Steam Myst key from NVIDIA. It is available as a $29.99 Steam game that is playable as a pancake game or in VR on multiple HMDs including the Valve Index, Vive HMDs, and Oculus Rift HMDs, but not for WMR like the Reverb G2. This isn’t a game review, but rather we are concentrating on its performance as measured by FCAT-VR using nine video cards on their latest drivers at factory settings.

Here are the cards that we benchmarked Myst with the very latest drivers from NVIDIA (472.12) and from AMD (21.9.2):

  • RTX 3080 Ti (12GB Founders Edition, on loan from NVIDIA)
  • RTX 3080 (8GB Founders Edition, on loan from NVIDIA)
  • RTX 3070 (8GB Founders Edition, on loan from NVIDIA)
  • RTX 3060 Ti (8GB Founders Edition, on loan from NVIDIA)
  • RTX 3060 (12GB Founders Edition, on loan from NVIDIA)
  • RX 6800 XT (16GB Reference Edition, on loan from AMD)
  • RX 6800 (16GB Reference Edition, on loan from AMD)
  • RX 6700 XT (12GB Red Devil, on loan from PowerColor)
  • RX 6600 XT (8GB Red Devil, on loan from PowerColor)

BTR’s testing platform is an Intel Core i9-10900K at 5.0/5.1GHz, an EVGA Z490 FTW motherboard and 16GB of T-Force XTREEM DDR4 at 3866MHz on Windows 10 64-bit Pro Edition. We benchmark using a Vive Pro which gives identical results to the Valve Index as well as using the Pro 2 for our top cards.

Settings

Myst has 4 basic in-game user settings: Low, Medium, High, and Epic Presets. There aren’t a lot of visual differences between Epic and High, but dropping to Medium is noticeable, and Low is rather low.

Settings screenshots are from the flatscreen version

The Supersampling Method in the pancake version allows for either FSR or DLSS, but DLSS is the only option available in the VR game. And there are four levels of DLSS choices: Quality, Balanced, Performance, and Ultra Performance.

  • Quality DLSS is upscaled the least and it offers the highest image quality above the Balanced mode and is indistinguishable from the native resolution.
  • Balanced offers higher performance than Quality and offers a great balance of visuals to performance.
  • The Performance mode offers higher performance than the Balanced mode with only slight visual differences in motion.
  • The Ultra Performance mode offers the highest performance increase but it is upscaled the most.

There are also multiple individual settings that may be changed by the user although we are just concentrating on preset performance.

DLSS versus FSR

AMD does not have a direct competitor to DLSS although they offer FSR which also improves performance.

FSR improves performance by first rendering frames at a lower resolution and then by using an open-source spatial upscaling algorithm with a sharpening filter in an attempt to make the game look nearly as good as at native resolution. NVIDIA’s DLSS is a more mature temporal upscaling solution that uses AI/Deep Learning. With DLSS, data is accumulated from multiple frames and combined into a final image with AI reconstruction running on RTX Tensor cores.

In contrast, FSR is a post-process shader which also makes it easy for game developers to implement across all graphics cards. So far, there are about a dozen pancake games that use it and we have tested three games that use FSR. Although Ultra FSR is not the equal of DLSS – and especially not of DLSS 2.0 Quality which rivals and sometimes improves on the native image – it is still a very solid non-AI/temporal upscaler that provides good performance improvements.

Ultra FSR is more than a standard Lanczos implementation plus sharpening and it brings good value to Radeons and for all video cards for higher “free” performance with a minimal hit to visuals. The issue is that FSR has not been implemented into any VR game yet. We hope that AMD and the Cyan developers will bring native FSR to Myst as they have done for the pancake version since using the OpenVR_FSR mod brings very inconsistent results.

The maximum meaningful resolution for VR is approximately one and a half times the native display resolution of the headset since the runtime warps the image to correct for optics’ warping, and a 1.5x rendered resolution results in pixels matching the native headset resolution at the center of the headset’s viewing area. But for complex games played on demanding headsets (especially like the Reverb G2 or the Vive Pro 2), the render resolution should probably be set lower than 1.5x.

Generally, the render resolution has the biggest impact on a game’s performance so it can consistently render frames at least as fast as the refresh rate of the headset which is usually 90 FPS. The render resolution should be selected to ensure consistently delivered framerates above 90 FPS, and it’s independent of the headset resolution. Of course, a minimum render resolution is needed to deliver a quality VR experience that varies from headset to headset.

DLSS Scaling

There are two scaling stages in the VR pipeline. When both are enabled, they work together to produce the final frame. When NVIDIA DLSS is enabled, it reduces a game’s render resolution by a predetermined scaling factor. Afterward, the driver uses AI to scale the rendered resolution to the original requested runtime. From an example NVIDIA gives, if the requested render resolution is 1848 x 1872 per eye, and DLSS is running in Performance mode, the game will render to 924 x 936 per eye, and DLSS will scale it back to 1848 x 1872.

The VR runtime takes the frame rendered by either the game or generated by DLSS and scales it to approximately 1.5x the native headset resolution to compensate for optics and image warping. This scaling is usually part of the lens distortion compensation. So when DLSS is supported in VR you want to maximize the scaling done by DLSS and minimize the scaling done by the runtime to maximize performance.

Whenever you enable DLSS you change the render resolution of the game and its performance. It’s important to keep this in mind when finding the ideal configuration. NVIDIA gives another example that a configuration that can maintain 90 fps at 982 x 1000 with DLSS off will likely maintain 90 fps at 1424 x 1408 with Quality DLSS, 1720 x 1774 with Balanced DLSS, 1960 x 1984 with Performance DLSS, and 2704 x 2736 with Ultra-performance DLSS. It is up to the end user to determine the best balance of visuals to performance, remembering that 90 FPS is the minimum target framerate.

Performance

Myst has very good to excellent VR visuals, and it generally runs well on BTR’s flagship i9-10900K with a variety of video cards depending on the settings. The map where we had universal issues was in Channelwood where there was considerable microstutter for all cards, and we have concluded that it is not currently representative of the game’s VR performance.

Unfortunately, Myst is very challenging to benchmark in VR because the maps are relatively small requiring a lot of turns, so we use a 60 second benchmark run over one of the more visually demanding maps in the game in the Selentic age.

Myst should not be played with constant reprojection, synthetic frame synthesis, or with Motion Smoothing applied. Continually delivering frames at half the HMD’s optimum rate refresh by using Motion Smoothing tends to cause artifacting and it may even cause some upset or even VR sickness for the gamer.

All nine video cards were tested by FCAT-VR using the in-game presets which include Ultra, High, Medium, and Low. Of course, we did not test a RTX 3080 Ti on Low settings nor did we test a RX 6600 XT on Epic settings, but we tried to keep the settings realistic and close to optimal for each card with a goal of a steady 90 FPS being delivered to the headset without requiring synthetically generated frames.

It is important to remember that BTR’s charts use frametimes in ms where lower is better, but we also compare “unconstrained framerates” which show what a video card could deliver (headroom) if it wasn’t locked to 90 FPS by the HMD. In the case of unconstrained FPS which measures one important performance metric, faster is better. Also, please note that FCAT-VR does not differentiate between dropped and synthesized frames for cards tested with the Pro 2 as it does not use SteamVR’s Motion Smoothing.

Vive Pro at 100% SteamVR render resolution (2016×2240)

Lets start by testing the video cards that appear to run best at Low or Medium settings using the Vive Pro at 100% SteamVR render resolution.

Low/Medium Settings

The first card we test is an RX 6600 XT and is the only card we tested that requires the Low preset. Unfortunately, from our earlier testing, we discovered it is a relatively weak card for VR – unlike the rest of the RX 6000 series. We originally tested Myst with Adrenalin Software 21.8.2 but found that the latest driver, 21.9.2, improves performance so we retested all AMD cards using it.

RX 6600 XT 8GB

Frametimes results are in ms where lower is better.

Here is the frametime plot of the RX 6600 XT comparing Medium with Low settings.

Here are the details.

The RX 6600 XT really struggles at Medium settings delivering 102.60 unconstrained frames, and it requires 1344 (25%) frames to be synthesized while dropping 17 frames and delivering 17 Warp misses.

It does better on Low settings by delivering 112.05 unconstrained frames, dropping 6 frames with 6 Warp misses, and requiring 248 (5%) to be synthesized. However, at even the Low setting, microstutter is still noticeable. It may be a driver issue exacerbated by the RX 6600 XT’s limited bandwidth when used with a non-Ryzen PC.

Next up we test the RX 6700 XT.

RX 6700 XT

Here is the frametime plot of the RX 6700 XT tested at the High and Low preset.

Frametimes results are in ms where lower is better.

The RX 6700 XT cannot handle either the High or Medium preset without synthesizing frames. Here are the details.

On the High preset, the RX 6700 XT delivers 98.45 unconstrained frames, but it drops 13 frames and delivers 13 Warp misses. In addition, it requires 1540 (28%) frames to be synthesized, and microstutter is evident while playing.

It does better with the Medium preset but our goal is an absolute minimum of delivering 90 FPS, so we had to drop to the Low Preset. On Low it delivered 154.70 unconstrained frames with no dropped frames or Warp misses and it only required 11 frames to be synthesized for a good VR experience. Playing on the Medium preset is a possibility for players who can tolerate synthetically generated frames.

Next we test the cards that can mostly handle High settings.

High Settings

The first High preset card we test is an RTX 3060.

RTX 3060

The RTX 3060 can handle High setting only if DLSS is used. Otherwise it would require using the Low/Medium preset. Here is the frametime plot.

Frametimes results are in ms where lower is better.

Here are the details.

On the High preset without DLSS, the RTX 3060 delivers 69.54 unconstrained frames, and although it drops no frames nor delivers any Warp misses, it requires 2631 (50%) of its frames be synthesized. However, even without DLSS, microstutter is not evident while playing, unlike with the RX 6600 XT.

The RTX 3060 does much better with 105.61 unconstrained frames on the High preset with Balanced DLSS – with no dropped frames or Warp misses but with 219 (4%) synthetic frames. It is very playable and the Balanced DLSS image quality is very good.

However, since our goal is a minimum of delivering 90 FPS without synthetic frames, we also tested Performance DLSS. On the High preset it delivered 116.22 unconstrained frames with no dropped frames or Warp misses and it only required 2 frames to be synthesized for a very good VR experience.

It should be noted that Performance DLSS compromises VR visuals very slightly, so High/Balanced DLSS is a real possibility for players who don’t mind if some frames are synthesized or if they are willing to drop some individual settings.

Next we check the performance of the RX 6800.

RX 6800

Frametimes results are in ms where lower is better.

Here is the frametime plot of the RX 6800 run at the Epic and High preset.

Here are the details.

The RX 6800 cannot handle the Epic preset as it delivers 92.55 unconstrained frames but it drops 17 frames and delivers 17 Warp misses and it requires 2222 (41%) of its frames to be synthesized, and microstutter is evident.

Myst gameplay becomes smooth using a RX 6800 at the High preset, delivering 127.81 unconstrained frames with no Warp misses or any frames dropped, but it requires 15 synthetic frames.

Next we test the performance of video cards that can play at the High to Epic Preset

High/Epic settings

The first card we test is a RTX 3060 Ti Founders Edition.

RTX 3060 Ti

Frametimes results are in ms where lower is better.

Here is the frametime plot of the RTX 3060 Ti run at the Epic preset with no DLSS, Quality DLSS, and with Balanced DLSS.

Here are the details.

The RTX 3060 Ti struggles at the Epic preset with 82.73 unconstrained FPS, and although it doesn’t drop frames or deliver any Warp misses, it requires 2562 (49%) of its frames to be synthesized. It does much better with Quality DLSS and doesn’t compromise image quality with 108.36 unconstrained FPS, dropping no frames or having any Warp misses, but it still requires 149 frames (8%) to be synthesized.

Using Balanced DLSS on the Epic Preset, the RTX 3060 easily hits its target of a locked-on 90 FPS with 122.61 FPS with one dropped frame, one Warp miss, and 3 synthetic frames. The ‘Balanced’ visuals are still very good although some players may prefer to play on the High preset with Quality DLSS with some synthesized frames.

The next card we test is a RX 6800 XT.

RX 6800 XT

Here is the frametime plot of the RX 6800 XT run at the Epic and High preset.

Frametimes results are in ms where lower is better.

Here are the details.

Using the Epic preset, the RX 6800 XT delivers 107.42 unconstrained FPS with no dropped frames or Warp misses but it requires 314 (6%) of the frames to be synthesized.

Using the High preset, it delivers 154.15 unconstrained FPS, dropping no frames nor having Warp misses but requiring 7 frames to be synthesized. It would be acceptable to play with a mix of mostly Epic settings with a few High settings if the goal is a minimum of 90 FPS with zero synthetic frames.

Next up, the RTX 3070.

RTX 3070

Here is the frametime plot of the RTX 3070 run at the Epic preset.

Frametimes results are in ms where lower is better.

Here are the details.

The RTX 3070 cannot meet our goal of 90 FPS without synthetic frames by using the Epic preset without DLSS. It delivers 99.17 unconstrained FPS with no dropped frames or Warp misses, but it requires 1353 (26%) frames to be synthesized.

Using Epic with Quality DLSS, the RTX 3070 delivers 124.39 unconstrained frames with no dropped frames or Warp misses, but it requires 7 frames to be synthesized. There is no reason not to use Quality DLSS as the image quality is the equivalent of playing without it and the VR experience is excellent.

The next Epic preset card we test is an RTX 3080. But this time, using Quality DLSS, we attempt using the Epic preset with 150% SteamVR render resolution.

The Epic Preset with 150% SteamVR Render Resolution

RTX 3080

Here is the frametime plot of the RTX 3080 run at the Epic preset at 100% SteamVR render resolution, first with no DLSS and then at 150% render resolution with Quality DLSS.

Frametimes results are in ms where lower is better.

Here are the details.

The RTX 3080 is suitable for using with the Epic preset with no DLSS, delivering 117.72 unconstrained FPS with no dropped frames or Warp misses, but it requires 10 frames to be synthesized.

It is not playable without synthesizing mass frames on the Epic preset with 150% render resolution without DLSS but it does great using Quality DLSS. It delivers 119.48 unconstrained FPS only requiring 8 frames to be synthesized and it neither drops frames nor has Warp misses. However, the visuals and clarity become noticeably better using SteamVR’s 150% render resolution with Epic/Quality DLSS than by using Epic at 100% without DLSS.

Next up, the RTX 3080 Ti.

RTX 3080 Ti

Here is the frametime plot of the RTX 3080 Ti run on the Epic preset comparing 100% with 150% SteamVR render resolutions with Quality DLSS on versus off.

Frametimes results are in ms where lower is better.

Here are the details.

The RTX 3080 Ti can easily handle the Epic preset without DLSS at 100% SteamVR render resolution delivering 138.07 unconstrained FPS with no Warp misses or dropped frames, although 4 frames were synthesized. However, increasing the SteamVR render resolution to 150% drops the unconstrained framerate to 100.23 FPS, and without DLSS, it requires 942 (18%) of its frames to be synthesized although again, no frames are dropped.

Using Quality DLSS at 150% render resolution, the RTX 3080 Ti delivers 135.71 unconstrained FPS with no dropped frames or Warp misses, and only 1 frame was synthesized. There is no reason not to use Quality DLSS at 150% render resolution as its Epic preset visuals are far superior to not using DLSS at 100%.

Next we test our two fastest cards, the RTX 3080 and the RTX 3080 Ti with a much more demanding headset, the Vive Pro 2. Please note that FCAT-VR does not distinguish between synthesized and dropped frames using the Pro 2 since it uses the Vive Console’s Motion Compensation (which we do not use) instead of SteamVR’s Motion Smoothing.

Vive Pro at 100% SteamVR render resolution (3184×3184)

High/Epic Presets

RTX 3080

Here is the frametime plot of the RTX 3080 using the Epic preset with the Vive Pro 2. This time we test the Epic and High presets but find that we cannot use Quality DLSS without requiring synthetic frames as the Pro 2’s render resolution is so high.

Frametimes results are in ms where lower is better.

Here are the details.

The RTX 3080 on Epic without DLSS delivers 51.97 unconstrained FPS with 1 Warp miss, and it drops or requires 1914 (43%) frames to be synthesized. Using Performance DLSS which compromises visuals slightly using the same settings, it manages 95.78 unconstrained frames with only 8 dropped or synthesized frames.

Without using DLSS, the RTX 3080 performs better on the High preset over Epic, delivering 83.72 unconstrained FPS, while dropping or synthesizing 1952 (39%) frames and suffering 1 Warp miss. Using the same settings with Balanced DLSS, it gives 97.86 unconstrained FPS with 1 Warp miss, and dropping or synthesizing 10 frames.

It is a toss up between using Epic/Performance DLSS and High/Balanced DLSS. Next we check the performance of the RTX 3080 Ti.

RTX 3080 Ti

Here is the frametime plot of the RTX 3080 Ti using the Pro 2 at 100% SteamVR render resolution.

Frametimes results are in ms where lower is better.

Here are the details.

Although NVIDIA’s top gaming card produces no Warp misses, the RTX 3080 Ti cannot handle the Epic preset without DLSS as it delivers 55.08 unconstrained FPS, and it drops or requires 2049 (45%) frames to be synthesized. Using Quality DLSS, it still falls short of our 90 FPS minimum goal, delivering 91.71 unconstrained FPS but it still drops or synthesizes 656 (13%) frames.

Using the same settings but with Balanced DLSS, the 3080 Ti delivers 98.54 frames with only 8 dropped or synthesized frames. We would suggest playing either Epic/Balanced DLSS or with Quality DLSS and a mix of Epic and High settings to stay above 90 FPS for an awesome visual experience on the Pro 2.

Conclusion

After spending many hours playing and benchmarking Myst 2021 in VR with nine video cards, we have concluded that it is a decently-optimized game that delivers reasonably good performance with very good VR visuals that really draws the player into its world. The map where we had universal issues was in Channelwood where there was considerable microstutter and we have concluded that it’s not representative of the game.

Some of the puzzles are not obvious and they may require a lot of thought – or a walkthrough.

The Radeons that are normally equivalent to their GeForce counterparts in pancake gaming are somewhat held back by microstutter, but far more so by not having a DLSS competitor for VR. All of the competing GeForce cards were able to deliver similar visuals but with much higher performance by using Quality or Balanced DLSS. And using DLSS is the only way to play Myst at 100% SteamVR render resolution with a Pro 2 without synthesizing frames. DLSS works great for the three VR games that we have tested, and we highly recommend its use.

We hope that AMD and the Cyan devs will bring native FSR support to Myst as they have done for the pancake version since using the OpenVR_FSR mod brings inconsistent results. We are still holding out hope since AMD told us, “FSR is not supported with VR in Myst at this time.”

Next up, expect Rodrigo to deliver a brand new 472.12 driver performance analysis shortly. And he is also working on a Myst pancake game performance review while we are working on a budget TeamGroup SATA SSD evaluation. Stay tuned to BTR.

Happy VR Gaming!

]]>
VR Wars: The Red Devil RX 6600 XT Showdown with the RTX 3060 https://babeltechreviews.com/vr-wars-the-red-devil-rx-6600-xt-showdown-with-the-rtx-3060/ https://babeltechreviews.com/vr-wars-the-red-devil-rx-6600-xt-showdown-with-the-rtx-3060/#comments Wed, 25 Aug 2021 12:10:16 +0000 /?p=24587 Read more]]> VR Mainstream Wars: The Red Devil RX 6600 XT & the RTX 3060 Showdown in VR with a Valve Index

The RX 6600 XT is priced starting at $379 while the factory overclocked Red Devil is priced higher than the $399 RTX 3060 Ti Founders Edition, yet AMD has positioned its newest mainstream video card against the entry level $329 RTX 3060. We have found the Red Devil RX 6600 XT to be a bit faster than than the RTX 3060 in rasterized pancake games but outclassed by the Ti. For this VR showdown, we will use the Valve Index and 10 VR games to compare the performance of the RX 6600 XT with the RTX 3060.

We want to see if the RX 6600 XT is worthy of AMD’s claim of VR premium and how it compares with the RTX 3060 which is adequate as an entry level mainstream card to power a Valve Index. Although a fast CPU is important for geometry and other processing, smooth VR delivery depends mostly on the video card. An underpowered video card can even cause reprojecting and artifacting for a substandard playing experience that may even lead to VR sickness.We currently benchmark ten VR games using the Valve Index that features 2880×1600 resolution (1440×1600 pixels per eye), the same as the Vive Pro and with similar performance at 90Hz/90FPS. BTR’s testing platform is an overclocked Intel Core i9-10900K, an EVGA Z490 FTW motherboard, and 32 GB of Vulcan Dark Z DDR4 at 3600MHz on a recent clean install of Windows 10 64-bit Pro Edition.

It is important to be aware of VR performance since poorly delivered frames can make a VR experience unpleasant. It’s also important to understand how we accurately benchmark VR games using FCAT-VR as explained here. But before we benchmark our VR games, check out our Test Configuration below.

Test Configuration – Hardware

  • Intel Core i9-10900K (HyperThreading/Turbo boost On; All cores overclocked to 5.1GHz/5.0Ghz. Comet Lake DX11 CPU graphics)
  • EVGA Z490 FTW motherboard (Intel Z490 chipset, v1.3 BIOS, PCIe 3.0/3.1/3.2 specification, CrossFire/SLI 8x+8x), supplied by EVGA
  • T-FORCE DARK Z 32GB DDR4 (2x16GB, dual channel at 3600MHz), supplied by Team Group
  • Valve Index, 90Hz
  • EVGA RTX 3060 Black 12GB, stock clocks, on loan from EVGA
  • Red Devil RX 6600 XT 8GB, stock clocks, on loan from PowerColor
  • 2 x 1TB Team Group MP33 NVMe2 PCIe SSD for C: drive (one for AMD; one for NVIDIA)
  • 1.92TB San Disk enterprise class SATA III SSD (storage)
  • 2TB Micron 1100 SATA III SSD (storage)
  • 1TB Team Group GX2 SATA III SSD (storage)
  • 1TB T-FORCE DELTA MAX SATA III SSD (storage), supplied by Team Group
  • ANTEC HCG1000 Extreme, 1000W gold power supply unit
  • Samsung G7 Odyssey (LC27G75TQSNXZA) 27? 2560×1440/240Hz/1ms/G-SYNC/HDR600 monitor
  • DEEPCOOL Castle 360EX AIO 360mm liquid CPU cooler
  • Phanteks Eclipse P400 ATX mid-tower (plus 1 Noctua 140mm fan)

Test Configuration – Software

  • GeForce 471.68 drivers – Stock settings in the NVIDIA control panel
  • Adrenalin 21.8.1 drivers. Stock settings in the AMD control panel
  • Windows 10 64-bit Pro edition; latest updates
  • Latest DirectX
  • All 10 VR games are patched to their latest versions at time of publication
  • FCAT VR Capture (non-public) Beta
  • FCAT VR Beta 18 (non-public)
  • SteamVR – at 100% resolution

10 VR Game benchmark suite & 1 synthetic test

Synthetic

  • OpenVR Benchmark

SteamVR Games

  • Assetto Corsa Competizione
  • Borderlands 2
  • Boneworks
  • Elite Dangerous
  • Half Life: Alyx
  • No Man’s Sky
  • Pavlov
  • Project CARS 2
  • Skyrim
  • The Walking Dead: Saints & Sinners

It is important to remember that BTR’s charts use frametimes in ms where lower is better, but we also compare “unconstrained framerates” which shows what a video card could deliver (headroom) if it wasn’t locked to either 90 FPS or to 45 FPS by the HMD. In the case of unconstrained FPS which measures just one important performance metric, faster is better.

Let’s individually look at our ten VR games’ performance using FCAT VR. All of our games were benchmarked at 100% SteamVR resolution as we benchmark the Red Devil RX 6600 XT to see how it compares with the EVGA RTX 3060 Black.

The OpenVR benchmark ranks the RX 6600 XT and the RTX 3060 almost identically.

RX 6600 XT
RTX 3060

But we really want to see gaming benchmarks. First up, Assetto Corsa Competizione.

Assetto Corsa Competizione

BTR’s sim/racing editor, Sean Kaldahl created the replay benchmark run used for both the pancake game and the VR game. It is run at night with lots of geometry, and the lighting effects of the headlights, tail lights, and everything around the track adds to the feel of racing.

Just like with Project CARS, you can save a replay after a race. The CPU usage is the same between a race and its replay so it is a reasonably accurate benchmark using the Circuit de Spa-Francorchamps against 20 AI drivers.

Although iRacing may be more accurate or realistic, Assetto Corsa Competizione has some appeal because it feels more real than many other racing sims. It delivers the sensation of handling a highly-tuned racing machine driven to its edge.

Here are the VR Low frametimes.

Here are the details are reported by FCAT-VR:

The RX 6600 XT managed to deliver 117.00 unconstrained FPS with no dropped frames or Warp misses, but 2 frames were synthesized.

The RTX 3060 achieved 126.33 unconstrained FPS with no dropped frames nor Warp misses but with 1 synthetic frame generated.

The RTX 3060 has a bit more performance headroom than its Radeon competitor.

VR Low shows a noticeable drop in visuals from VR High and we would suggest lowering individual settings instead of dropping from presets to stay out of reprojection if possible. Unfortunately, there is no “VR Medium” preset.

Next, we look at Borderlands 2 performance.

Borderlands 2

Borderlands 2 is a full version of the pancake version sans co-op. Battles deliver frantic in-your face 360 degree superfast action with endless weapon combination possibilities which are even more intense and addictive in VR, and if there is a way to enable the 120Hz option without reprojecting frames, we’d recommend using it over 90Hz.

We benchmark at 100% resolution with medium/near/normal in-game settings and plus 16xAF and FXAA as below.

Here is the frametime plot for Borderlands 2.

Here are the FCAT-VR details.

The RX 6600 XT delivered 104.45 unconstrained FPS with no dropped frames, no Warp misses, nor any synthesized frames.

The RTX 3060 delivered 106.71 unconstrained FPS with no dropped frames and no Warp misses, but it required 35 synthetic frames.

Borderlands 2 looks great at 100% resolution with medium detail, and both cards give a comparably good VR experience.

Next, we look at Boneworks.

Boneworks

Boneworks is a rare game that couples a fair single player campaign with an incredible sandbox and next generation VR physics interactive tour de force. We benchmark using the ‘Time Tower’ level.

Boneworks made on the Unity engine has average to very good visuals and it particularly benefits by allowing for high levels of MSAA up to 8X which we use for benching. We also enable ambient occlusion and use the highest settings, and we leave SteamVR’s resolution at 100%.

Here are the frametimes plots of both of our cards.

Here are the details are reported by FCAT-VR:

The RX 6600 XT delivered 149.34 unconstrained FPS with no dropped frame or Warp misses and no frames were synthesized.

The RTX 3060 achieved 148.58 unconstrained FPS with no dropped frames and no synthetic frames or Warp misses.

There isn’t any difference playing with either cards at the highest settings at 100% resolution and it is possible to increase the SteamVR resolution. For GeForce cards, we recommend using VRSS for additional visual improvement with only a minor performance penalty.

Let’s check out Elite Dangerous next.

Elite Dangerous

Elite Dangerous is a popular space sim built using the COBRA engine. It is hard to find a repeatable benchmark outside of the training missions.

A player will probably spend a lot of time piloting his space cruiser while completing a multitude of tasks as well as visiting space stations and orbiting a multitude of different planets (~400 billion). Elite Dangerous is also co-op and multiplayer with a very dedicated following of players.

We picked the Medium Preset and we set the field of view (FoV) to its maximum. Here are the frametimes.

Here are the details are reported by FCAT-VR:

The RX 6600 XT delivered 141.51 unconstrained FPS with no dropped frames, no Warp misses, and none of its frames were synthesized.

The RTX 3060 delivered 128.22 unconstrained FPS with no dropped or synthesized frames nor any Warp misses.

Both cards deliver an identical experience on Medium settings, but the RX 6600 XT has a little extra performance headroom.

Let’s continue with Half Life: Alyx.

Half Life: Alyx

Half Life: Alyx uses an adaptive/dynamic scaling algorithm which uses a card’s performance headroom to subsample in demanding scenes and to supersample in less demanding scenes. We used its console commands to lock the SteamVR resolution to 100% so that it did not supersample or subsample and we set the graphics preset to High.

Here is the frametime plot for Half Life Alyx.

High Preset used for both cards

Here are the details as reported by FCAT-VR.

The RX 6600 XT delivered 114.87 unconstrained FPS with 2 dropped frames and 2 Warp misses, but 222 (4%) of its frames were synthesized.

The RTX 3060 managed 114.43 unconstrained FPS with no Warp misses but with 2 dropped frames and 399 (6%) synthetic frames.

Half Life: Alyx isn’t particularly demanding unless the Super Resolution increased in SteamVR settings, but unless console commands are used, the game will automatically subsample or supersample as needed and it will run fine with High settings on both cards. Unfortunately, while playing the game, Warp misses happened too frequently with the 6600 XT to mar an otherwise good VR experience.

Next, we will check out another demanding VR game, No Man’s Sky.

No Man’s Sky

No Man’s Sky is an action-adventure survival single and multiplayer game that emphasizes survival, exploration, fighting, and trading. It is set in a procedurally generated deterministic open universe, which includes over 18 quintillion unique planets using its own custom game engine.

The player takes the role of a Traveller in an uncharted universe by starting on a random planet with a damaged spacecraft equipped with only a jetpack-equipped exosuit and a versatile multi-tool that can also be used for defense. The player is encouraged to find resources to repair his spacecraft allowing for intra- and inter-planetary travel, and to interact with other players.

Here is the No Man’s Sky Frametime plot. We set the settings to Standard, but we also set the anisotropic filtering to 16X and upgraded to FXAA+TAA. Although DLSS is available for RTX cards and the Quality setting improves performance without impacting image quality significantly, we did not test with it.

Here are the FCAT-VR details of our comparative runs.

The RX 6600 XT delivered 76.91 unconstrained FPS with no dropped frames nor Warp misses, but 3221 (50%) frames were synthesized.

The RTX 3060 produced 103.61 unconstrained FPS with no dropped frames nor Warp misses, and it only required 191 (3%) synthetic frames.

Although, the RTX 3060 gives a better experience over the RX 6600 XT in No Man’s Sky using the Standard preset, it isn’t strong enough to play on the Enhanced setting without synthesizing frames.

Next we check out Pavlov.

Pavlov

There is a real sense of immersion that comes from playing Pavlov in VR. Pavlov is the most popular multiplayer VR shooter with a primary focus on its community. Realistic fast-paced combat is a large part of its core experience, and even tanks have been added.

Source: Steam

We benchmarked using the training sessions with the highest settings.

Here is the frametime plot.

Here are the details:

The RX 6600 XT delivered 165.97 unconstrained FPS with no dropped, synthesized frames, or Warp misses.

The RTX 3060 delivered 175.96 unconstrained FPS also with no dropped, synthesized frames, or Warp misses.

The RTX 3060 delivers an identical VR experience to the RX 6600 XT although it has a little more performance headroom. We recommend that it be used for increasing the SteamVR render resolution or for playing at 120Hz.

Next we will check out another demanding VR game, Project CARS 2

Project CARS 2

There is a real sense of immersion that comes from playing Project CARS 2 in VR using a wheel and pedals. It uses its in-house Madness engine, and the physics implementation is outstanding. We are disappointed with Project CARS 3, and will continue to use the older game instead for VR benching.

Project CARS 2 offers many performance options and settings and we prefer playing with SMAA Ultra.

Project CARS 2 performance settings

We used maximum settings including for Motion Blur although it looks best to us on Low or Medium. For lesser cards, we would also recommend lowering grass and reflections to maximize framerate delivery as motion smoothing or reprojection tends to cause visible artifacting.

Here is the frametime plot.

Here are the FCAT-VR details.

The RX 6600 XT managed 100.15 unconstrained FPS with 17 dropped frame and 17 Warp misses but 566 (6%) frames were synthesized.

The RTX 3060 achieved 77.43 unconstrained FPS with 1 dropped frame and with 1 Warp miss but with 4820 (50%) synthetic frames. It had no Warp misses.

The experience playing Project CARS 2 on our medium VR settings is unsatisfactory for both cards and we would recommend lowering individual settings or even lower the resolution a bit as needed to stay out of reprojection. The RX 6600 XT is faster, but the VR experience is spoiled by dropped frames and Warp misses.

Let’s benchmark Skyrim VR.

Skyrim VR

Skyrim VR is an older game that is no longer supported by Bethesda, but fortunately the modding community has adopted it. It is not as demanding as many of the newer VR ports so its performance is still very good on maxed-out settings using its Creation engine.

We benchmarked Skyrim VR using its highest settings but we did not increase or Supersample the resolution.

Here are the frametime results.

Here are the details of our comparative runs as reported by FCAT-VR.

The RX 6600 XT delivered 128.30 unconstrained FPS with no dropped or synthetic frames and there were no Warp misses.

The RTX 3060 managed 129.39 unconstrained FPS, also with no dropped frames or Warp misses, but 26 synthetic frames were produced

Both cards deliver an identical experience with a little bit of performance headroom to add mods or to Supersample.

Last up, The Walking Dead: Saints & Sinners.

The Walking Dead: Saints & Sinners

The Walking Dead: Saints & Sinner is the last of BTR’s 10 VR game benching suite. It is a first person survival horror adventure RPG with a strong emphasis on crafting. Its visuals using the Unreal 4 engine are outstanding and it makes good use of physics for interactions.

We benchmarked Saints and Sinners using its highest settings and we left the Pixel Density at 100%.. Here is the frametime chart. Please note that the Pixel Density is 100%.

Here are the details as reported by FCAT-VR.

The RX 6600 XT produced 120.55 unconstrained FPS with 7 dropped frames and 7 Warp misses, but 114 (2%) frames were synthesized.

The RTX 3060 managed 115.00 unconstrained FPS with no dropped frames nor Warp misses and 37 (1%) synthetic frames were generated.

Playing The Walking Dead: Saints & Sinners using the in-game maximum settings and 100% Pixel Density should be similar for both of our cards although the RX 6600 XT has too many dropped frames and Warp misses.

Let’s check out our conclusion.

Conclusion

It is great to see AMD and NVIDIA delivering two mainstream cards that are both priced below $400 – if they can be found at all at MSRP – that drop the entry price for VR. The EVGA RTX 3060 Black sits in a unique position as the fastest $329 MSRP video card available for VR and it offers reasonable performance for use with a Valve Index, and no doubt it would offer excellent performance for an original Vive, Rift CV1, or even for a Rift S. The Red Devil RX 6600 XT at above $400 should be slightly faster, but unfortunately it suffers from microstuttering together with excessive dropped frames and Warp misses, and we suggest that AMD’s driver team should address this.

Both the RTX 3060 and the RX 6600 XT can max multiple VR games in our benching suite if the resolution is left at 100% or slightly subsampled, or if the in-game settings are lowered. But if someone is going to spend $1000 for a premium HMD, it makes sense to pair it with a faster video card like the RTX 3060 Ti Founders Edition which is MSRP/SEP priced below the Red Devil RX 6600 XT. However, one cannot pair a high resolution headset like the Reverb G2 or the Vive Pro 2 with either card.

The RTX 3060 is a good card for high/medium quality PC VR at a rather bargain price of $329 – if it can be purchased at this price – and the RTX 3060 Ti is a more solid offering for $70 more. Unfortunately, the RX 6600 XT at $379 barely matches the experience of the RX 3060 at $329 – never mind the Red Devil at above $400 – and it needs some attention from AMD’s driver team before we can give it a solid recommendation for VR. We did not test DLSS in VR nor did we use FSR and will leave that comparison for a future review.

Next up, we plan to review Myst which launches tomorrow on Steam also in VR. It features ray tracing in the pancake version and DLSS in both versions.

Stay tuned to BTR!

Happy VR Gaming!

]]>
https://babeltechreviews.com/vr-wars-the-red-devil-rx-6600-xt-showdown-with-the-rtx-3060/feed/ 2
Zombieland VR: Headshot Fever arrives on SteamVR – Just Another Zombie Shooter? https://babeltechreviews.com/zombieland-vr-headshot-fever-arrives-on-steamvr/ Thu, 29 Jul 2021 06:34:01 +0000 /?p=24399 Read more]]> Zombieland VR: Headshot Fever comes to SteamVR – Is it just Another Damn Zombie Shooter?

Zombieland VR: Headshot Fever by developer XRGames and publishers XR Games and Sony Pictures Virtual Reality, launches today on Steam. It is an arcade style light gun wave shooter that adds split-second racing mechanics while featuring just one mechanic – headshots that slow down time. As a fan of the 2009 ‘Zombieland’ film who also enjoyed the sequel because of the excellent cast, dark humor, and over-the-top zombie-killing action, it was hard to believe that any VR shooter would be able to live up to the franchise.

Zombieland VR: Headshot Fever is set in the Zombieland universe featuring Tallahassee, Wichita, Columbus and Little Rock. Little Rock is voiced by the movie’s Abigail Breslin who does most of the narration but Tallahassee is voiced by Woody Harrelson’s brother Brett. You play as a survivor who has been recruited by “some rich guy” to enter his “Zombie Invitational” tournament that is run by each of the four main characters. They teach you how to play, often commenting sarcastically when you fail. And you will fail many times until you get each course down because it cannot be played with guns blazing, but rather requires precise headshots and high accuracy to succeed.

Inside the rich guy’s mansion, there are four main areas. Little Rock handles all of the levels which are divided into Rookie, Advanced, Expert, and Pro which are further subdivided into sub-levels of increasing difficulty. By completing a level, you progress to unlock the next level finishing with the Pro Invitational.

Tallahassee controls the player’s guns and upgrades, while Wichita and Columbus handle achievements. A training range with popup targets provide more challenges.

Zombieland: Headshot Fever requires that a player complete each level as quickly as possible. Scores don’t matter. Rather, you need to double-tap zombie heads one right after the other without missing. As soon as the level starts, you must shoot a zombie head quickly so that it glows yellow, and then immediately pull off a second headshot to unlock Adrenaline mode, the equivalent of “bullet time”, that triggers its slow-motion system. Time slows down allowing the player to set up the next headshot and then the next until all the zombies in each area are eliminated. Although the actions are very repetitive, the gameplay is incredibly addictive.

Each of the levels except for the Invitational are on rails, so it is up to the player to memorize the sequence and patterns of the attacking zombies so the next run can improve on the previous one. The zombies have different patterns, strengths, and attacking abilities. Some of them energize the other zombies, while others call for reinforcements until they are taken out. Multiple zombies throw objects at the player who must shoot them in the air or he will be stunned. There are big zombie tanks that require multiple shots – but never shoot a harmless “Homer” or you will be time-penalized.

Each level features challenges to unlock new guns and upgrades. Shooting zombies also gives you toilet paper which is the game’s currency used to buy upgrades and to enter the Invitational. The player remains in one place unable to dodge or move but teleports to progress after clearing zombies from an area. It’s all about quickly scoring accurate headshots, one right after the other. If you miss, you will probably be mobbed and just one zombie swipe will end your life.

Before each level, a player may pick any loadout that is unlocked. Pistols are are the primary weapon with unlimited bullets. Secondary guns like the shotgun or automatic weapons have limited ammo that must be used sparingly, but their use instantly activates Adrenaline mode. Dual-wielding weapons while simultaneously targeting zombies on each side of the player is a zombie-killing dream come true. Remaining continuously in Adrenaline mode is absolutely necessary to get the best times on each level. Strategy is involved and there is just enough variety to keep things interesting for many hours.

There are plenty of upgrades for the weapons called Perks which include increasing the secondary weapon’s ammo capacity, but you can also unlock laser targeting and auto reload as well as modifications to the Adrenaline system which keep it varied and fun. Two Perks may be used at once. The only issue we found was occasionally with reloading the secondary weapon. You have to eject the magazine and move it into the right position to reload, and sometime the game just wouldn’t cooperate.

Zombieland VR: Headshot Fever is just a lot of fun and far more addictive than expected. Triggering Adrenaline mode and exploding one zombie head after another brings the player a big rush of excitement. It is perfectly designed to encourage the player to beat his own time over and over as well as to compare with the leaderboard of the world’s best. It is also well-suited for playing for short periods of time as each level may be completed in under a minute.

Graphics & Performance

The graphics are simple but good enough for a fast-paced shooter. The headshot animations are explosive, bloody, and well done although the blood can be turned off. The SteamVR version offers multiple settings that allow a “potato” PC to run it, to Ultra for faster graphics cards. Visual options include post processing, MSAA, anisotropic filtering, real time shadows, as well as increasing the in-game resolution (Supersampling)

Unfortunately, FCAT VR does not work with the game. However, using the SteamVR developer tab overlay we were able to track the frametimes and frame rates. Using a RTX 3080 with a Vive Pro 2, we were able to manage the Ultra Preset at 100% SteamVR’s Render Resolution (3090×3090) without any reprojection. Using a RTX 3060 we played smoothly on Ultra with a Valve Index (at SteamVR’s default 2016×2240) although we dropped the in-game Supersampling down to 120% from the preset’s 140% to make sure a steady 90 FPS was delivered.

Conclusion

Don’t shoot the Homer!

Zombieland: Headshot Fever is a blast to play. At $19.95 it will make any fan of the Zombieland franchise happy as well as keep arcade light gun shooter fans occupied for many hours. Its simplicity is appealing but it takes practice to get better and better at it. It is all about making accurate headshots and using a great level design that encourages replaying it.

Zombieland: Headshot Fever is available on SteamVR starting today, Thursday, July 29, with a special ten hour live broadcast and thousands of dollars of cash prizes to give away. This SteamVR version includes two extra levels not in the Oculus version, and it also includes the most recent three new levels added to the ‘Kingpin Update’ on Quest.

Recommended! It is not just “another Zombie shooter”.

Although we received a Steam Beta key from the publisher to preview this game, we will buy it for our own permanent library whenever we feel the need for a quick zombie-killing fix. If FCAT VR is updated to work with Zombieland: Headshot Fever, we may also include it as a benchmark in BTR’s future reviews.

Next up, Rodrigo is hard at work testing the GeForce 471.41 driver which is expected by the weekend, and he is also testing the Radeon Adrenalin 21.7.2 beta driver that was released yesterday, due next week. We also plan to bring you something special in August.

Happy VR Gaming!

]]>
The HTC VIVE Pro 2 Review – Performance & Best Playable Settings https://babeltechreviews.com/the-htc-vive-pro-2-review-performance-best-playable-settings/ https://babeltechreviews.com/the-htc-vive-pro-2-review-performance-best-playable-settings/#comments Wed, 30 Jun 2021 20:28:49 +0000 /?p=24017 Read more]]> The HTC VIVE Pro 2 Review – Performance & Best Playable Settings using a RTX 3080 Ti

BTR received a Pro 2 review kit from HTC/VIVE nearly four weeks ago and we have been working to achieve the highest performance with the best visuals using a RTX 3080 Ti. The Pro 2 is a high resolution VR headset with a per eye resolution of 2448×2448 that will cause even the fastest video cards to struggle at SteamVR’s default 150% Render Resolution.

BTR has been reviewing and benchmarking VR games and hardware since 2016 when we started out with a Rift CV1 (1080×1200) and then upgraded to a Vive Pro (1440×1600) two years later, and then a Valve Index (1440×1600) especially for its wider field of vision (FoV) and higher refresh rate options 144Hz/120Hz vs. 90Hz. Recently we reviewed a Reverb G2 on loan from Hewlett Packard (HP) and also a Reverb G1 (both at 2160×2160).

The original Pro and the Index, both at 1440×1600 per eye resolution, although they are a noticeable upgrade over the Rift CV1’s 1080×1200 per eye resolution, the “screendoor” effect (the unlighted space between pixels) is still visible. However, the Reverb G2 has almost eliminated it by using improved lenses and and an LCD display at 2160×2160 resolution per eye to earn its reputation as the best headset for VR sims even if its tracking is not perfect. Now Vive uses an even higher “5K” resolution LCD for the Pro 2 with 2448×2448 per eye native resolution and with a new bespoke dual stacked Fresnel lens design .

The Reverb G2 at $599 and the Vive Pro 2 at $799 are competitors and they are both aimed at professional or prosumer consumers rather than strictly at VR gamers like the Index, Cosmos, or the Quest 2 are. Although the G2 is a complete $599 VR kit, the Pro 2 headset by itself costs $799 and it still requires two base stations ($199 each) and two controllers ($199 each) making the full Pro 2 kit considerably more expensive. The Pro 2’s gaming advantages lie primarily with its outstanding base station tracking although the G2 can also be set up in a mixed VR configuration also by using Vive Trackers and dongles with base stations and SteamVR controllers.

Since 2016, BTR has continued to focus on VR, and not only do we review select VR games, we benchmark and chart their frametimes and unconstrained framerates (the performance headroom) with multiple video cards from AMD and NVIDIA using FCAT VR. Because the Pro 2 is the newest high resolution headset, we picked the RTX 3080 Ti to test the performance of 6 representative VR games “best playable” settings. The new Ti about 10% faster than a RTX 3080 or less than 5% slower than a RTX 3090 and its performance should be in the same class as a RX 6800 or RX 6900 XT.

Let’s take a closer look at the Pro 2 which launched earlier this month and its evolution from the Pro which launched in 2018. The improvements between the original Pro and the Pro 2 lie primarily in 3 areas: (1) improved lenses, (2) wider field of view (FoV), and (3) a higher resolution LCD.

  • New bespoke dual stacked lens
  • Wider FoV
  • New high resolution “5K” LCD panel (higher refresh rate to 120Hz, brighter, lower persistence, reduced mura, better contrast and colors)
Left, Pro 2; Right, original Pro

Because they are so similar, we were able to simply switch out the original Pro and install the new Pro 2 in its place taking care only to replace the link box and update the software. Everything else except for minor cosmetic differences/colors are the same.

Unfortunately, the Pro 2 sports the same only fair headphones/audio solution and the same poor microphone, but the same basic well-constructed/well-balanced headset with the same weight, ergonomics, and layout that was introduced in 2018. We had hoped that they might have made made more improvements but HTC/Vive is concentrating on VR for industry with their completely redesigned and lighter Focus 3 so they only made the barest of necessary upgrades to an already solid headset.

We find that the screen door effect (SDE) is completely gone using the Pro 2 and its overall clarity is even better than the G2. Although god rays and even excessive brightness are still issues for many, and some OLED purists are offended by an LED display, the Pro 2’s increased clarity is impressive, and the widened FoV for those whose face fits the headset or who take the time to modify it is the difference between wearing small googles and wearing a scuba mask.

By using the Pro 2 and comparing its visuals to the older headsets, VR becomes more immersive, the colors are better, the clarity and detailing are much more impressive, and even small text can be easily read. We even feel it edges out the G2 in 3 areas: FoV, larger sweet spot, and slightly higher overall clarity. But the Pro 2’s biggest positives are for its ability to be used wirelessly and that it is a native SteamVR headset although Vive chose to pair it with their own Vive Console. Another plus is its ability to handle 120Hz/120FPS for action games. It’s big negative is its high price – $799 for just the headset (+$400 for the base stations/controllers) compared with $599 for the G2 which is a complete kit and has already been discounted substantially by some etailers.

After spending nearly a month with the Pro 2, we sent the review sample back to Vive and purchased our own headset from Newegg to use as our go-to set for VR and also for future benchmarking to compare performance with the Reverb G2 and with the Valve Index. Overall – despite its faults – it is the highest resolution headset available and it works well for VR benchmarking and gaming. However, it is a challenge to find the right game settings and the appropriate SteamVR Render Resolution to deliver an enjoyable VR experience without exceeding even the fastest video card’s capabilities.

Before we check performance, let’s get started by unboxing the Pro 2 on the following page.

Unboxing

The Vive Pro 2 review sample kit arrived in the same style box as our 2018 review sample of the original Vive Pro. Everything between the two kits are identical except for the headsets and the cable link boxes. Here is the full unboxing of the Vive Pro kit that is the same for the Pro 2.

We tested and benchmarked the Pro 2 review sample for 3 weeks and then returned it to Vive as we had received our own Pro 2 headset that we purchased from Newegg for $729 from their preorder promotion. Following is the unboxing of the retail headset. If you already have an original Vive or Pro setup, you are ready for the Pro 2 – just swap the headsets and the link boxes – and follow the software prompts.

We like Viveport for the ability to preview and play many VR games and we will take advantage of their free two month subscription included with our purchase of the Pro 2 headset.

In the box you will find the Pro 2 headset, the link box, and the necessary DisplayPort and USB 3.0 cables..

The contents of the box are below.

Below we see the Pro 2 (left) go face-to-face with the the original Pro. Only the colors have changed.

Top down view below. The ear cushions are cosmetically different but it has the same decent positional audio but it is not as good as the Index audio.

The new design does a much better job of accommodating glasses wearers. Easy adjustments for tightening the headset remain permanent until changed which makes it easy to remove or to put on the headset.

Aside from the well-worn out faceplate of the original Pro, it’s difficult to tell the headsets apart – except by looking at the lenses..

The VIVE Pro 2 uses a new bespoke dual stacked lens design paired with a “5K” LED panel. Actually, it’s “2.5K” to each eye (4896×2448 total; 2448×2448 per eye) which is a huge amount of pixels for any video card to handle. By comparison, the original Pro currently boasts 1440×1600 pixels per eye. Once the sweet spot is found, one can see that the FoV has been widened to what Vive calls 120 degrees – probably not, but slightly wider than the Index and definitely wider than the original Pro. Although we lik the deeper blacks of OLED panels, the Pro 2’s LCD is a superior panel and its blacks are deeper than the Index and good enough for Elite Dangerous.

The base station external tracking of the Pro 2 remains outstanding and it is the single factor that makes it an overall better choice over the Reverb G2. Although the G2’s positional head tracking is responsive, some rotational latency may be noticed at times, and positional controller tracking jitter is more noticeable for shooters that is not visible with the Pro 2.

Setup

The setup for the Vive Pro requires installing two base stations on opposite sides of the room with the VR gamer in the middle. Usually they are mounted high up on a wall for tracking which is much more complex and time-consuming than setting up the self-contained tracking of the Windows Mixed Reality (WMR) G2. Refer to BTR’s original review of the Pro for setup procedures. The main difference is that the Pro only needed SteamVR whereas the Pro 2 requires the new Vive Console to run alongside it.

There are currently five settings in the Vive Console to cover most capable video cards from a GTX 1070 to a RTX 3090. However, to take full advantage of the Pro 2’s high native resolution with a fast video card, only Ultra and Extreme should be considered. Unfortunately, setting Extreme for demanding VR games which requires exactly 120 FPS delivered at a strict cadence – never falling below 120 FPS – will require faster video cards than are currently available. If exactly 120 FPS cannot be delivered, then the framerate is automatically halved to 60 FPS which is not ideal and somewhat defeats the purpose of using the Extreme setting in the first place.

A reason for considering Extreme 120Hz is for visually undemanding action games or for games where the player may be satisfied with a 60 FPS delivery which is still a better option than 45 FPS (from using Ultra/90 FPS where the framerate is also halved). We tested and benchmarked the Pro 2 on Ultra and Extreme settings since we want to take advantage of the full 2448×2448 per eye native resolution of the panel and also look for some general rules for setting the SteamVR Render Resolution for the best VR experience.

Motion Smoothing & Delivering framerates at an Exact Cadence

Benchmarking VR is quite complex due to the fact that VR needs to sustain a fixed framerate target locked to 90 FPS (or 120Hz; but we will use 90Hz in our following examples). If a PC can not meet that 90 FPS target, the frame rate is halved to 45 FPS to make sure that there is no judder or it may cause a VR type of motion sickness.

A game cannot exceed 90 FPS otherwise the player will see tearing in the HMD and may also feel sick. A VR game’s delivered framerates simply cannot vary from a locked framerate or the player may get VR sick. It is essential to a great VR experience that framerates are locked to either 45 FPS or to 90 FPS.

A TV uses Motion Smoothing to create a new frame between two existing frames to smooth out and increase the framerate. Unfortunately this adds latency so it must be adapted differently for VR. Motion Smoothing is used when a VR application can’t deliver exactly 90 FPS. By examining the last two delivered frames, Motion Smoothing predicts the future motion and animation to extrapolate a new in-between frame. Synthesizing new frames keeps the current application at the full 90Hz framerate, advances motion forward properly, and avoids judder.

One may think of VR benchmarking in terms of how often the framerate meets or does not meet the 90 FPS standard for a premium VR experience. The more often performance drops below 90 FPS, the worse the VR experience becomes. SteamVR’s Motion Smoothing (or Vive’s Motion Compensation) helps to reduce potential motion sickness by dropping to 45 FPS, but it is a degraded visual experience.

Since VR is personal to each individual’s tolerances, it’s difficult to determine what is or what is not “acceptable”. When the framerates are downgraded to 45 FPS there are some artifacting and ghosting especially of objects in motion because of Motion Smoothing that may often be perceived as a blur with some temporal displacement.

Motion Smoothing does motion prediction by inserting a synthetic frame, every other frame with a cadence that looks something like this:

Frame 0: Frame created by the GPU

Frame 1: Frame synthesized by Motion Smoothing

Frame 2: Frame created by the GPU

Frame 3: Frame synthesized by Motion Smoothing

Frame 4: Frame created by the GPU … and so on.

Even though there is a downgraded visual experience with 45 FPS Motion Smoothing compared with 90 FPS, it is generally better to have Motion Smoothing than not to have it. If the framerates cannot be locked at 90 FPS and do not drop to a locked on 45 FPS, then frames will be dropped and the resulting judder may result in unease and/or VR sickness. Motion Smoothing will lock you into 45 FPS if your frame rate is anywhere between 45 and 90 FPS. The lower frame rate is in exchange for a smoother frame delivery. Motion Smoothing scaling may also synthesize two or even three frames for every frame delivered.

Why the Vive Console’s Motion Compensation is not the same as SteamVR’s Motion Smoothing

SteamVR’s Motion Smoothing comes with a cost of reduced image quality due to synthesized and extrapolated frames which are also sometimes called “reprojection” and it unfortunately is even more pronounced with Vive’s Motion Compensation. We have witnessed it cause some very strange and jarring artifacting with shimmering or bubbling and distortion on object edges that can be very distracting.

Although the Vive Console’s Motion Compensation is supposedly the same as SteamVR’s Motion Smoothing according to Vive, because the new lens and display require its own algorithms, it is visibly inferior to Steam’s solution and we hope it is a work-in-progress. Its distortion varies from game to game, being particularly bad in Elite Dangerous on higher settings and in racings sims, to barely noticeable in other VR games.

Because of its current flaws, we benchmark with Motion Compensation off and aim for a continuously delivered 90 FPS requiring a higher standard for our RTX 3080 Ti than if we left the Vive Console at default. We also recommend that a VR gamer test each game to see if Motion Compensation works properly without annoying artifacting; and if not, play with it off and lower settings or drop the SteamVR Render Resolution to ensure that 90 FPS are being constantly delivered.

A VR gamer can view delivered framerates using the SteamVR console under the “Developer” tab and check the setting to allow you to see framerates/Hz in the HMD overlay. You need to aim for all-green with maybe a few orange bars here and there for an ideal custom VR experience.

Variability with setting SteamVR’s Render Resolution why it may be lowered from its default 150%

There is variability built into SteamVR so that a custom render resolution is set each time it is started and it may vary depending on the PC’s processes that are running when it runs its test. Generally, for high end video cards (RTX 3080 through RTX 3090) it is set at 3900×3900 per eye which is SteamVR’s default 150% Render Resolution Render resolution which automatically scales to whatever it thinks is best for your system while the Vive Console handles display resolution.

Unfortunately, even a RTX 3090 cannot handle the demands of 3900×3900 per eye resolution at a minimum and steady delivery of 90 FPS for most modern visually demanding VR games so we have to find another way to improve performance without impacting visuals too badly – nor do we want to use Vive’s current implementation of Motion Compensation. This will require lowering the SteamVR Render Resolution on a per app basis.

Some may question why it appears necessary that 150% Render Resolution (3900×3900) is used in the first place when the Pro 2’s native panel resolution is only a per eye 2448×2448. This is because of lens barrel distortion and the way VR images are warped and then adjusted in software.

All VR headset lenses distort the image presented on a virtual reality screen which has to be warped by software to counteract the optical effects of the lenses. Instead of being square, the images appear curved and distorted until viewed through appropriate lenses.

Source: NVIDIA

VR platforms typically use a two-step process that first renders a normal image (above left) and afterward uses a post-processing pass that warps the image to the HMD’s view (right). The original Pro’s and the Index’ display resolution is 1440×1600 but the SteamVR Render Resolution is 2016×2240. The G2’s display resolution is 2160×2160 but the SteamVR Render Resolution increases to 3168×3096 whereas the Pro 2’s display resolution is 2448×2448 and the SteamVR Render Resolution is 3090×3090.

VR does not use simple upscaling like Supersampling a flat display. In VR, if you render at 150% of a panel’s native resolution, you still need to assign actual color/light values to the pixels, and assigning values from that 150% render resolution to 100% pixels isn’t straightforward. SteamVR uses complex algorithms for image scaling which may not be for only “clarity”; rather they’re methods of fitting an image rendered at one resolution to the display of a different resolution. Motion Smoothing/reprojection/frame synthesis may complicate it further as headsets apparently have to do some color correction when using it.

SteamVR has apparently decided that approximately 150% is optimum for fast video cards since the first HMD generation and it appears that they haven’t updated their formula to account for the high-resolution panels of the G2/Pro 2.

Increasing the render resolution to 150% is efficient especially for the pixels in the center of the viewing area because they are close to the ideal 1:1 native resolution after applying a 1.3x to 1.4x lens barrel distortion compensation. It’s done because the barrel distortion compensation countering the distortion caused by the lenses enlarges what is viewed in the center of the viewing area. Not all pixels in a VR HMD have the same value to the viewer because of distortion that is somewhat analogous to the human eye – the center of our vision is for detail while the periphery is better at noticing quick motion.

SteamVR’s frame buffer is about 150% of a panel’s native resolution but that extra resolution is wasted on the viewing periphery where the lens distortion compresses objects. In this case, it is rather wasteful like using pancake full screen Supersampling for anti-aliasing. Here is where NVIDIA’s Lens Matched Shading would be really helpful if the devs would implement it.

The problem is that the Pro 2’s native per eye resolution at 2448×2448 using SteamVR’s default 150% render resolution is scaled to approximately 3900×3900 per eye and no current GPU can run that resolution at a constant 90 FPS for demanding modern VR games. It is far more demanding than pancake gaming’s Ultra/4K 120 FPS goal.

It appears to us that Vive set a slightly lower base/100% value for the Pro 2 (1.3X compensation for barrel distortion, not 1.4X) but SteamVR’s default 150% render resolution still scales it too high. Actually viewing through the Pro 2’s lenses starting at 100%, at 120% Render Resolution the overall visuals seem to improve to nearly as good as at 150%. Although there are small visual differences that can be seen primarily when switching back and forth, 150% over 120% or even over 100% isn’t generally too noticeable while VR gaming.

It is interesting that Vive makes a compromise when setting Extreme/120Hz which is a much more demanding setting requiring that framerates be delivered above 120Hz in a steady cadence. For Extreme, SteamVR only scales to around 3344×3344 at 150% Render Resolution which evidently uses a lower compensation factor for lens distortion.

Either way, 150% is not practically better than 100% or native resolution for the playing experience compared with bogging down the video card by too high of a Render Resolution. In fact, the image quality of the Pro 2 set to the original Pro’s SteamVR Render Resolution of 2016×2240 is much better on the new HMD and the SDE is eliminated. On the other hand, one cannot increase the Render Resolution or Supersample the original Pro’s image to eliminate the SDE or to match the Pro 2 visuals.

Perhaps Pro 2 gamers may set their SteamVR base global resolution to the panel’s native 2448×2448 resolution and then increase the render resolution on a per app basis as far as it can so long as a constant framerate above 90 FPS (or at least above 45 FPS) is steadily delivered. And forget about Extreme (120%) unless you are simply aiming for a steady 60 FPS.

Next up we give our experiences and a comparison of the Pro 2 with the Reverb G2, Index, and Pro followed by the test configuration before we head to benchmarking. There we will focus on how to maintain the best playable settings for a steadily delivered framerate without the need for synthetic or dropped frames which are especially distressing for simmers.

The Pro 2 VR Experience & Test Configuration

Over the past 4 weeks, we have formed impressions of the similarities and differences between the Pro 2 versus the G2 and also versus the Index and the Pro. The Pro 2’s new LCD panel offer higher contrast and brightness than the original Pro while reducing pixel persistence while also offering better consistency in brightness and in color consistency from one pixel to the next. The Pro 2’s LCD panel improvements allow for better looking text and overall clarity than the older headset and it at least matches what the G2 provides.

The Pro 2 and G2 text are significantly clearer and easy to read over the Pro/Index mostly by virtue of their higher resolution. Higher resolution makes a real difference to overall clarity, and the screendoor effect (SDE) is gone. On the other hand, god rays emanating from high contrast elements are present in all high resolution HMDs that use Fresnel lenses. It is about the same as the Pro/Index. The Pro 2’s field of view appears to be slightly wider than the Index and noticeably wider than the G2 or the Pro.

Comparing simple shooter-type games created for VR, the higher resolution of the Pro 2 over the Index or Pro doesn’t make too much difference – especially since the older headsets can use Supersampling with less demands on the video card. However, games with a lot of detail or text; or even old games like Skyrim – especially when you are looking off into the distance – the Pro 2’s increased resolution makes a big improvement to realism and immersion. It is almost as if a fog lifts by playing with the Pro 2 over playing with the Pro/Index as everything becomes clearer and more detailed.

After much experimentation, we found the visual “sweet spot” for the Pro 2 is better for us than for the G2 or for the older headsets. The only advantage of the original Pro has is its deeper blacks by virtue of its OLED display. In practice, however, we didn’t have any issues playing games like Elite Dangerous and Star Wars: Squadrons where the deep black of space is required. Overall, the image quality of the Pro 2 is better than the Index, the Pro or the G2. However, the G2 wins as the most comfortable of the three headsets due to its comparative lightness although the Pro and the Pro 2 are the most balanced.

VR Gaming with the Vive Pro 2

The Vive Pro 2 is a much more demanding headset than the original Pro or the Valve Index by virtue of its higher resolution. Image resolution has been increased per eye from the Pro’s (or Valve Index’) 1440 x 1600 to 2448 x 2448. This higher resolution gives it exceptional clarity with no screen door effect, but it is also demanding on video cards. By default at the Ultra or Extreme preset, the Vive console uses 150% SteamVR Render Resolution for the Vive Pro 2 which appears to be set to 3900×3900 per eye for high end GeForce cards RTX 3080/3080 Ti/3090 at the time we benchmarked our games.

Some VR gamers prefer to lower the SteamVR Render Resolution which is set at 150% which is often used to compensate for a headset’s lens distortion instead of lowering a game’s preset or by dropping individual settings. At 50% SteamVR Render Resolution, there is a clear degradation of visuals which indicates that the SteamVR Render Resolution slider is working properly. However, at 150% Super Resolution, the frametimes go up and framerates are cut in half (which is bad introducing dropped frames and judder) but the variable way that Motion Compensation adds to visible artifacting precludes us from using it.

Ultimately we decided to test – depending on a games performance – at a SteamVR Render Resolution of 150%, 100%, and even at the panel’s native resolution to try and find the right mix of the best playable settings to remain above 90 FPS.

Please note that FCAT VR doesn’t distinguish dropped frames from synthesized (Motion Compensated/reprojected) frames using the Pro 2 (or the Reverb G2) like it properly does for the Valve Index and the Vive Pro. It is likely that FCAT VR is not fully optimized for the Pro 2 although its results appear to be accurate and in line with fpsVR and the SteamVR developer console overlay.

Test Configuration – Hardware

  • Intel Core i9-10900K (HyperThreading/Turbo boost On; All cores overclocked to 5.1GHz/5.0Ghz. Comet Lake DX11 CPU graphics)
  • EVGA Z490 FTW motherboard (Intel Z490 chipset, v1.3 BIOS, PCIe 3.0/3.1/3.2 specification, CrossFire/SLI 8x+8x), supplied by EVGA
  • T-FORCE DARK Z 32GB DDR4 (2x16GB, dual channel at 3600MHz), supplied by Team Group
  • Vive Pro 2, on loan from HTC/Vive; the Wireless Adapter is not used for benchmarking
  • RTX 3080 Ti Founders Edition 12GB, stock clocks, on loan from NVIDIA
  • 1TB Team Group MP33 NVMe2 PCIe SSD for C: drive
  • 1.92TB San Disk enterprise class SATA III SSD (storage)
  • 2TB Micron 1100 SATA III SSD (storage)
  • 1TB Team Group GX2 SATA III SSD (storage)
  • 500GB T-FORCE Vulcan SSD (storage), supplied by Team Group
  • ANTEC HCG1000 Extreme, 1000W gold power supply unit
  • BenQ EW3270U 32? 4K HDR 60Hz FreeSync monitor
  • Samsung G7 Odyssey (LC27G75TQSNXZA) 27? 2560×1440/240Hz/1ms/G-SYNC/HDR600 monitor
  • DEEPCOOL Castle 360EX AIO 360mm liquid CPU cooler
  • Phanteks Eclipse P400 ATX mid-tower (plus 1 Noctua 140mm fan)

Test Configuration – Software

  • GeForce 471.11 Game Ready drivers – High Quality, prefer maximum performance, single display, no optimizations, Vsync is off as set in the NVIDIA control panel
  • Windows 10 64-bit Pro edition; latest updates
  • Latest DirectX
  • All 6 VR games are patched to their latest versions at time of publication
  • FCAT-VR Capture (latest non-public Beta)
  • FCAT-VR (non-public Beta 18)
  • SteamVR – at variable render resolutions specified on the charts
  • fpsVR

6 VR Game benchmark suite

SteamVR /Epic Platform Games

  • Assetto Corsa Competizione
  • Elite Dangerous
  • No Man’s Sky
  • Project CARS 2
  • Skyrim
  • The Walking Dead: Saints & Sinners

Please Note: It is important to remember that BTR’s charts use frametimes in ms where lower is better, but we also compare “unconstrained framerates” which shows what a video card could deliver (headroom) if it wasn’t locked to either 90 FPS/120 FPS or to 45 FPS/60 FPS by the HMD. In the case of unconstrained FPS which measures just one important performance metric, faster is better.

Next let’s look at the Pro 2’s performance using a RTX 3080 Ti to find the best playable settings for 6 games to maintain framerates above 90 FPS.

Performance Benchmarking “Best Playable Settings” and the Conclusion

All of our games were benchmarked at the panel’s native (or just above it), 100%, or 150% SteamVR resolution or (as noted) with the Vive Console set to Ultra/90Hz or Extreme/120Hz.

It is important to remember that BTR’s charts use frametimes in ms where lower is better, but we also compare “unconstrained framerates” which shows what a video card could deliver (headroom) if it wasn’t locked to either 90 FPS/120 FPS or to 45 FPS/60 FPS by the HMD. In the case of unconstrained FPS which measures just one important performance metric, faster is better.

Before we do our testing with the RTX 3080 Ti, we want to follow up our RTX 3070 Ti testing featuring Skyrim with Motion Compensation On vs. Off.

Motion Compensation does as expected although FCAT VR does not distinguish between dropped and synthesized frames. It increases the synthetic frames generated and inserted in-between frames instead of dropping them keeping the framerate high but at the expense of visual artifacts caused by temporal issues with prediction. It will help make some games more playable but probably should be avoided especially for sims.

Overall, we do not like nor recommend Vive’s Motion Compensation currently as it tends to introduce far more artifacts than SteamVR’s Motion Smoothing. VR gamers should test it for themselves to see which games are tolerable and which are not.

Next we are going to look for playable settings using our RTX 3080 Ti with our six test VR games.

First up, Assetto Corsa Competizione.

Assetto Corsa Competizione

BTR’s sim/racing editor, Sean Kaldahl created the replay benchmark run that we use for both the pancake game and the VR game. It is run at night with 20 cars, lots of geometry, and the lighting effects of the headlights, tail lights, and everything around the track looks spectacular.

Just like with Project CARS, you can save a replay after a race. Fortunately, the CPU usage is the same between a race and its replay so it is a reasonably accurate benchmark using the Circuit de Spa-Francorchamps.

iRacing may be more accurate or realistic, but Assetto Corsa Competizione has some appeal because it feels more real than many other racing sims. It delivers the sensation of handling a highly-tuned racing machine driven to its edge. Unfortunately, it is probably the most demanding of the racing sims and it may not yet be well-optimized for VR.

VR High

Here are the frametimes using the VR High preset which is custom set in SteamVR to just above the panel’s native per eye resolution of 2472×2472 at 90Hz/Ultra or at 2464×2464 at 120Hz/Extreme.

Here are the details are reported by FCAT-VR:

The RTX 3080 Ti at Ultra/90Hz (2472×2472) delivered 95.10 unconstrained FPS with 460 dropped frames (5%) which means it stayed above 90 FPS 95% of the time delivering a decent VR experience but at just above the panel’s native resolution. Individual settings may be dropped to maintain a steady above 90 FPS VR High experience if this lower resolution is acceptable.

At Extreme/120Hz (2464×2464) it delivered 95.46 unconstrained FPS together with 5968 dropped (48%) frames which means almost half of the frames will be dropped (or synthesized using Motion Compensation). 120Hz may be better suited for future video flagship cards.

VR Low

Here are the frametimes using the VR Low preset at Ultra/SteamVR default 150% Render Resolution and at Extreme/150% and 100% Steam Render Resolutions.

Here are the details are reported by FCAT-VR:

At 90Hz/150% SteamVR default Render Resolution (3924×3924), the RTX 3080 Ti delivered 90.43 unconstrained FPS with 2481 (27%) dropped frames

At 120Hz/150% Render Resolution (3376×3376), it delivered 105.10 unconstrained FPS together with 6363 dropped (50%) frames making it unsuitable for play unless Motion Compensation can be used to deliver a steady 60 FPS at this very high default SteamVR 150% Render Resolution.

At 120Hz/100% Render Resolution (2756×2756), our RTX 3080 Ti delivered 130.88 unconstrained FPS together with 739 dropped (6%) frames making it acceptable for the VR Low setting. It suggests that Ultra/90Hz would give the best VR experience for ACC and there would be enough performance headroom to raise individual settings from the Low preset and/or the Render Resolution above 100%.

Next, we check out Elite Dangerous.

Elite Dangerous

Elite Dangerous is a popular space sim built using the COBRA engine. It is hard to find a repeatable benchmark outside of the training missions.

A player will probably spend a lot of time piloting his space cruiser while completing a multitude of tasks as well as visiting space stations and orbiting a multitude of different planets (~400 billion). Elite Dangerous is also co-op and multiplayer with a very dedicated following of players.

VR High

We picked the High Preset and we set the Field of View to its maximum. Here are the Elite Dangerous 100% Render Resolution frametimes on VR High using both 120Hz and 90Hz settings.

Here are the details are reported by FCAT-VR:

Using SteamVR’s 100% Ultra/90Hz (3184×3184) Render Resolution, the RTX 3080 Ti delivered 95.00 unconstrained FPS with 21 dropped frames making it acceptable for optimum play.

Using SteamVR’s 100% Extreme/120Hz (2756×2756) Render Resolution, it delivered 111.17 unconstrained FPS together with 4191 dropped (49%) frames making it largely unsuitable for play except at 60 FPS with Motion Compensation (if it works properly).

The experience playing Elite Dangerous at High settings is acceptable using the Pro 2 at 100% SteamVR Render Resolution but we may want to consider the experience of playing on VR Medium with a higher Render Resolution also.

VR Medium

Here are the frametimes testing VR Medium on 90Hz and 120Hz comparing SteamVR’s 100% Render Resolution performance with 150%.

Here are the details are reported by FCAT-VR:

Using the VR Medium preset at 90Hz/100% Render Resolution (3184×3184), the RTX 3080 Ti delivered 149.07 unconstrained FPS with no dropped frames.

At 90Hz/150% Render Resolution (3900×3900; chart has typo), it delivered 98.92 unconstrained FPS with 4 dropped frames and 1 Warp miss.

At 120Hz/100% Render Resolution (2756×2756), the RTX 3080 Ti delivered 159.11 unconstrained FPS with 6 dropped frames and 1 Warp miss.

At 90Hz/150% Render Resolution (3376×3376), it delivered 130.40 unconstrained FPS with 259 (3%) dropped frames.

This above results indicate that we can play Elite Dangerous on the Medium preset at either Ultra or Extreme settings up to the default 150% SteamVR Render Resolution, or we can use the High preset at up to 100% SteamVR Render Resolution at Ultra/90Hz in the Vive Console without needing Motion Compensation.

Let’s continue with another demanding VR game, No Man’s Sky.

No Man’s Sky

No Man’s Sky is an action-adventure survival single and multiplayer game that emphasizes survival, exploration, fighting, and trading. It is set in a procedurally generated deterministic open universe, which includes over 18 quintillion unique planets using its own custom game engine.

The player takes the role of a Traveller in an uncharted universe by starting on a random planet with a damaged spacecraft equipped with only a jetpack-equipped exosuit and a versatile multi-tool that can also be used for defense. The player is encouraged to find resources to repair his spacecraft allowing for intra- and inter-planetary travel, and to interact with other players.

Here is the No Man’s Sky Frametime plot. We set the settings to Enhanced which is above Low but below High, and we also set the anisotropic filtering to 16X and upgraded to FXAA+TAA.

We also set the DLSS setting to Balanced which is below Quality but above Performance and Ultra Performance in an effort to maintain as much performance as possible without compromising image quality too much.

Here are the FCAT-VR details of our comparative runs at 90Hz/100% SteamVR Render Resolution and at 120Hz/100%.

Here are the details.

Using the Vive Console Ultra/90Hz preset at SteamVR’s 100% Render Resolution (3204×3204), the RTX 3080 Ti delivered 97.03 unconstrained FPS with 256 (3%) dropped frames and 1 Warp miss.

Using the Extreme/120Hz preset at SteamVR’s 100% Render Resolution (2756×2756), it delivered 114.49 unconstrained FPS with 3530 (38%) dropped frames.

We would suggest dropping a setting if necessary so the RTX 3080 Ti can deliver a constant 90 FPS at Ultra/100% Render Resolution. It has a superior image even using the Enhanced Preset with 100% Render Resolution and it plays and looks very nice using DLSS Balanced. DLSS is a lifesaver in this regard as without it, it would not be possible to play at 90 FPS even on Enhanced without dropping or synthesizing frames.

Next, we will check out another demanding VR game, Project CARS 2.

Project CARS 2

There is a real sense immersion that comes from playing Project CARS 2 in VR using a wheel and pedals. It uses its in-house Madness engine, and the physics implementation is outstanding.

Project CARS 2 offers many performance options and settings and we prefer playing with SMAA over using MSAA.

Project CARS 2 performance settings

We use all settings on Medium with everything else on. If necessary, we recommend lowering grass and reflections further to maximize framerate delivery as motion smoothing or reprojection tends to cause visible artifacting.

Here is the frametime plot where this time we benchmarked Ultra/90Hz and Extreme/120Hz with the panel’s native resolution and also at 100%.

Here are the FCAT-VR details.

Using the Medium settings at 90Hz/Native Render Resolution (2472×2472), the RTX 3080 Ti delivered 101.33 unconstrained FPS with 10 dropped frames.

At 90Hz/100% Render Resolution (3224×3224), it delivered 60.45 unconstrained FPS with 4602 (49%) dropped frames.

At 120Hz/Native Render Resolution (2456×2456), the RTX 3080 Ti delivered 66.38 unconstrained FPS with 52 dropped frames and 1 Warp miss.

At 120Hz/100% Render Resolution (2780×2780), it delivered 77.47 unconstrained FPS with 4006 (39%) dropped frames.

At either Native or at 100% Render Resolution, The Pro 2 is able to deliver 60 FPS steady using the Extreme/120Hz setting which may be an acceptable option for some. Otherwise Medium settings on the Ultra/90Hz at the panel’s native resolution may be a better option for others.

Let’s benchmark Skyrim VR.

Skyrim VR

Skyrim VR is an older game that is no longer supported by Bethesda, but fortunately the modding community has adopted it. It is not as demanding as many of the newer VR ports so its performance is still very good on maxed-out settings using its Creation engine.

We benchmarked Skyrim VR using its highest settings but we did not adjust in-game Supersampling.

Here are the frametime results.

Here are the details of our comparative runs as reported by FCAT-VR.

Using Skyrim’s highest settings at 90Hz/Native Render Resolution (2464×2464), the RTX 3080 Ti delivered 219.58 unconstrained FPS with 1 dropped frame.

At 90Hz/100% Render Resolution (3184×3184), it delivered 122.85 unconstrained FPS with 1 dropped frame.

At 90Hz/150% (SteamVR Default) Render Resolution (3900×3900), the RTX 3080 Ti delivered 97.27 unconstrained FPS with 2781 (22%) dropped frames and 1 Warp miss.

At 120Hz/100% Render Resolution (2732×2732), it delivered 156.40 unconstrained FPS with 372 (2%) dropped frames and 1 Warp miss.

At 120Hz/150% Render Resolution (3344×3344), it delivered 124.32 unconstrained FPS with 4891 (29%) dropped frames.

As before, raising or lowering the SteamVR Render Resolution is a great way to adjust the performance. Skyrim VR cannot be played without dropping or synthesizing frames at maxed out in game settings at SteamVR’s default 150% Render Resolution. Fortunately, it looks like 120% is an attainable compromise for a RTX 3080 Ti and the visuals are not degraded substantially compared with 150%.

Last up, The Walking Dead: Saints & Sinners.

The Walking Dead: Saints & Sinners

The Walking Dead: Saints & Sinner is the last of BTR’s Pro 2 VR test games. It is a first person survival horror adventure RPG with a strong emphasis on crafting. Its visuals using the Unreal 4 engine are outstanding and it makes good use of physics for interactions.

We benchmarked Saints and Sinners using its highest settings, but we left the Pixel Density at its default in game 100%. Here is the frametime chart using both Vive Console Ultra and Extreme Presets at 100% and at 150% SteamVR Render Resolution settings.

Here are the details as reported by FCAT-VR.

Using Saints & Sinner’s highest settings at 90Hz/100% Render Resolution (3184×3184), the RTX 3080 Ti delivered 106.30 unconstrained FPS with 2 dropped frames.

At 90Hz/150% (SteamVR Default) Render Resolution (3900×3900), it delivered 79.05 unconstrained FPS with 2827 (47%) dropped frames.

At 120Hz/100% Render Resolution (2756×2756), the RTX 3080 Ti delivered 132.38 unconstrained FPS with 437 (5%) dropped frames.

At 120Hz/150% Render Resolution (3404×3404), it delivered 107.56 unconstrained FPS with 4133 (48%) dropped frames.

The best Pro 2 settings for The Walking Dead: Saints & Sinners using a RTX 3080 Ti to avoid either Motion Compensation or dropped frames are the highest in-game settings using the Vive Console at Ultra/90Hz and at 100% SteamVR Render Resolution.

Using a RTX 3090 may allow the Render Resolution to be increased while using a RTX 3080 may require dialing back settings or lowering the Render Resolution a bit. It takes experimentation coupled with checking the SteamVR developer overlay in the headset to find the best playable settings.

Let’s check out our conclusion.

The “Best” HMD

There is no such thing as the “best” HMD unless you are just talking about specs, in which case, the Pro 2 wins by virtue of its higher resolution. VR is more “alive” and immersive using the Pro 2 over the original Pro or the Index. Unfortunately, at $799 the Pro 2 – by itself without considering the base stations and controllers costs – is much more expensive than the Reverb G2 at $599. The G2 setup is also less complex and time-consuming. The advantages that the Pro 2 has over the G2 are with its more precise tracking, wider FoV, and its ability to use wireless for a completely untethered experience.

If you are a racing or flight sim enthusiast, the G2 may be a better choice over the Pro 2. However, for action games and especially for standing games or for shooters where precise tracking is critical, the Pro 2 is a better choice – if price is no object. Unfortunately, we find the Pro 2 to be overpriced at $799 as a consumer headset as Vive shifts to industry VR away from the consumer market. But if a VR gamer already has a top video card and a Vive headset/base station tracking, then the Pro 2 may be an excellent almost drop-in upgrade solution.

We wish to extend our thanks to HTC for loaning us a Pro 2, and we enjoyed testing and evaluating their new VR headset. We like it so much that we purchased a Pro 2 from Newegg for our own enjoyment as well as for future benchmarking.

Unfortunately, Vive software still appears to be a work in progress – especially in regard to Motion Smoothing – and it appears that a default SteamVR target of 150% Render Resolution is simply too high for this generation of video cards. As long as a gamer is willing to tweak his Pro 2 and per-application settings, the Pro 2 is an outstanding VR headset for gaming.

Next up we are going to review our “off grid” mostly solar-powered office followed by a 1TB SSD review before we return to VR. We will continue to benchmark the Pro 2 and will also follow-up this review with another showdown with the Reverb G2 using the top AMD and NVIDIA video cards.

Happy VR Gaming!

]]>
https://babeltechreviews.com/the-htc-vive-pro-2-review-performance-best-playable-settings/feed/ 7
The RTX 3070 Ti Launch Review Featuring the Vive Pro 2 https://babeltechreviews.com/the-rtx-3070-ti-launch-review-featuring-the-vive-pro-2/ https://babeltechreviews.com/the-rtx-3070-ti-launch-review-featuring-the-vive-pro-2/#comments Wed, 09 Jun 2021 12:56:19 +0000 /?p=23666 Read more]]> The RTX 3070 Ti Arrives at $599 – 25 Pancakes Games, Vive Pro 2 VR Performance, and GPGPU Benchmarks

BTR received the RTX 3070 Ti 8GB Founders Edition (FE) from NVIDIA and we have been testing its performance by benchmarking 25 games and five VR games using the new Vive Pro 2, and also by overclocking it with an emphasis on ray tracing and DLSS. Although the RTX 3070 Ti is a gaming card, we have added workstation, SPEC, and GPGPU benches. Although we feature the Vive Pro 2 to see if a RTX 2080 Ti / RTX 3070/Ti class of card can power its extreme resolution, this is not a review of the new headset yet.

We are going to compare performance using eight top cards to see where the RTX 3070 Ti FE fits in – the RTX 3070 Ti, 3080 Ti FE, the RTX 3090 FE, the RTX 3080 FE, as well as versus the reference RX 6800, RX 6800 XT, and the Red Devil RTX 6900 XT. However, because of supply/demand issues, all suggested pricing is meaningless as only a very lucky few gamers will get them at or close to MSRP/SEP.

NVIDIA indicates that the RTX 3070 Ti has been in full production and stockpiled for over a month, so they are already in the hands of retailers and have been there for weeks so they can build supply. Even so it will still sell out probably within a few minutes or less because the demand is incredibly high. Fortunately, the end of the COVID-19 and Crypto pandemics are in view and a new ‘Roaring 20s’ for gamers may soon appear on the horizon with lower prices and better availability by the Autumn.

Specifications

We have already covered Ampere’s features in depth and we have reviewed the RTX 3070, the 3080 Ti’s $499 slower brother that comes equipped with 8GB of GDDR6 vRAM. The RTX 3070 Ti is a GDDR6X upgrade over the RTX 3070. Besides its faster memory, the 3070 Ti also has more CUDA Cores and slightly higher clock speeds, as well as a flow-through cooler design similar to the RTX 3080/3080 Ti/3090.

This review will consider whether the new RTX 3070 Ti FE at $599 – $100 more than the RTX 3070 – delivers a good value. Below are the specifications comparing the RTX 3070 Ti with the RTX 2070 as well as with the RTX 3070.

Source: NVIDIA

Since the RTX 2080 Ti launched in 2018, there are now more than 130 games and applications supporting NVIDIA’s RTX tech including ray tracing and Deep Learning Super Sampling (DLSS). Since all of the vendors and console platforms now support ray tracing technology, we will focus on these newer games. NVIDIA’s Reflex latency-reducing technology is also now supported in 12 of the top 15 competitive shooters and we will follow up this review with an upcoming latency review.

We benchmark using Windows 10 64-bit Pro Edition at 1920×1080, 2560×1440, and at 3840×2160 using Intel’s Core i9-10900K at 5.1/5.0 GHz and 32GB of T-FORCE DARK Z 3600MHz DDR4 on a EVGA Z490 FTW motherboard. All games and benchmarks use the latest versions, and we use the most recent drivers.

Let’s first unbox the RTX 3070 Ti Founders Edition before we look at our test configuration

The RTX 3080 Ti Founders Edition Unboxing

The Ampere generation RTX 3070 Ti Founders Edition is also a completely redesigned Founders Edition and here is the card, unboxed.

Inside the box and beneath the card are warnings, a quick start guide and warranty information, plus the 12-pin to PCIe dual 8-pin dongle that will be required to connect the RTX 3070 Ti to most PSUs.

Just like the other Ampere Founders Editions, the RTX 3070 Ti comes in a “shoebox” style box where the card inside lays flat at a slight incline for display.

The system requirements, contents, and warranty information are printed on the bottom of each box. The RTX 3070 Ti requires a minimum 750W power supply unit, and the case must have space for a 267mm (L) x 112mm (W) two-slot card.

It easily fits in our Phanteks Eclipse P400 ATX mid-tower as it is much smaller than the RTX 3090 and slightly smaller than the RTX 3080 Ti.

The RTX 3070 Ti Founders Edition is a moderately heavy 2-slot card with dual fans. As a GDDR6X upgrade over the RTX 3070, the 3070 Ti also has more CUDA Cores and slightly higher clock speeds, as well as the flow-through cooler design similar to the RTX 3080/3080 Ti/3090.

Turning the card over, we see the similar unique design of the top Ampere FEs with the flow-through cooler. This card is designed to keep the GPU cool partly by using a short PCB, and inside the card it is mostly all heatsink fins.

There is very large surface area for cooling so the heat is readily transferred to the fin stack and the dual fans exhaust the heat out of the back of the case and also from the top of the card into the case’s airflow.

The IO panel has a very large air vent and four connectors. The connectors are similar to the Founders Edition of the RTX 2080 Ti and the RTX 3080, but the VirtualLink connector for VR is no longer used. Three DisplayPort 1.4 connectors are included, and the HDMI port has been upgraded from 2.0 to 2.1 allowing for 4K/120Hz over a single HDMI cable.

Before we look at overclocking, power and noise, let’s check out our test configuration.

Test Configuration

Test Configuration – Hardware

  • Intel Core i9-10900K (HyperThreading/Turbo boost On; All cores overclocked to 5.1GHz/5.0Ghz. Comet Lake DX11 CPU graphics)
  • EVGA Z490 FTW motherboard (Intel Z490 chipset, v1.3 BIOS, PCIe 3.0/3.1/3.2 specification, CrossFire/SLI 8x+8x), supplied by EVGA
  • T-FORCE DARK Z 32GB DDR4 (2x16GB, dual channel at 3600MHz), supplied by Team Group
  • RTX 3070 Ti Founders Edition 8GB, stock and overclocked, on loan from NVIDIA
  • RTX 3080 Ti Founders Edition 12GB, stock and overclocked, on loan from NVIDIA
  • RTX 3090 Founders Edition 24GB, stock clocks, on loan from NVIDIA
  • RTX 3070 Founders Edition 8GB, stock clocks, on loan from NVIDIA
  • RTX 3070 Ti Founders Edition 8GB, stock and overclocked, on loan from NVIDIA
  • Radeon RX 6800 16GB reference version, stock clocks on loan from AMD
  • Radeon RX 6800 XT 16GB reference version, stock clocks on loan from AMD
  • Red Devil RX 6900 XT 16GB, at Red Devil clocks, loaned by PowerColor and returned in April.
  • VIVE PRO 2, on a short-term loan from HTC/VIVE
  • 1TB Team Group MP33 NVMe2 PCIe SSD for C: drive
  • 1.92TB San Disk enterprise class SATA III SSD (storage)
  • 2TB Micron 1100 SATA III SSD (storage)
  • 1TB Team Group GX2 SATA III SSD (storage)
  • 500GB T-FORCE Vulcan SSD (storage), supplied by Team Group
  • ANTEC HCG1000 Extreme, 1000W gold power supply unit
  • BenQ EW3270U 32″ 4K HDR 60Hz FreeSync monitor
  • Samsung G7 Odyssey (LC27G75TQSNXZA) 27? 2560×1440/240Hz/1ms/G-SYNC/HDR600 monitor
  • DEEPCOOL Castle 360EX AIO 360mm liquid CPU cooler
  • Phanteks Eclipse P400 ATX mid-tower (plus 1 Noctua 140mm fan) – All benchmarking and overclocking performed with the case closed

Test Configuration – Software

  • GeForce 466.47 for (RTX 3080 Ti Press launch drivers) are used for all GeForce cards except for the RTX 3070 Ti and RTX 3070 which use the new card’s press launch drivers – 466.61.
  • Adrenalin 21.5.2 drivers used for the RX 6800 and the RX 6800 XT and 21.3.2 is used for the RX 6900 XT.
  • High Quality, prefer maximum performance, single display, set in the NVIDIA control panel.
  • VSync is off in the control panel and disabled for each game
  • AA enabled as noted in games; all in-game settings are specified with 16xAF always applied
  • Highest quality sound (stereo) used in all games
  • All games have been patched to their latest versions
  • Gaming results show average frame rates in bold including minimum frame rates shown on the chart next to the averages in a smaller italics font where higher is better. Games benched with OCAT show average framerates but the minimums are expressed by frametimes (99th-percentile) in ms where lower numbers are better.
  • Windows 10 64-bit Pro edition; latest updates 21H1 (Build1 9043.1023). DX11 titles are run under the DX11 render path. DX12 titles are generally run under DX12, and multiple games use the Vulkan API.
  • Latest DirectX
  • MSI’s Afterburner, 4.6.4 beta to overclock the RTX 3070 Ti
  • FCAT VR
  • fpsVR
  • OpenVR Benchmark

Games

Vulkan

  • DOOM Eternal
  • Red Dead Redemption 2
  • Ghost Recon: Breakpoint
  • World War Z
  • Rainbow 6 Siege

DX12

  • Resident Evil VIllage
  • Metro Exodus – Enhanced Edition & regular edition
  • Hitman 3
  • Cyberpunk 2077
  • DiRT 5
  • Godfall
  • Call of Duty Black Ops Cold War
  • Assassins Creed Valhala
  • Watch Dogs Legions
  • Horizon Zero Dawn
  • Death Stranding
  • F1 2020
  • Borderlands 3
  • Civilization VI – Gathering Storm Expansion
  • Battlefield V
  • Shadow of the Tomb Raider

DX11

  • Days Gone
  • Crysis Remastered
  • Destiny 2 Shadowkeep
  • Total War: Three Kingdoms

VR Games

  • Assetto Corsa Competizione
  • Elite Dangerous
  • No Man’s Sky
  • Project CARS 2
  • Skyrim

Synthetic

  • TimeSpy (DX12)
  • 3DMark FireStrike – Ultra & Extreme
  • Superposition
  • Heaven 4.0 benchmark
  • AIDA64 GPGPU benchmarks
  • Blender 2.92 benchmark
  • Sandra 2020/21 GPGPU Benchmarks
  • SPECworkstation3
  • SPECviewperf 2020
  • Octane benchmark

NVIDIA Control Panel settings

Here are the NVIDIA Control Panel settings. AMD Adrenalin Control Center Settings

All AMD settings are set so that all optimizations are off, Vsync is forced off, Texture filtering is set to High, and Tessellation uses application settings. Navi cards are quite capable of high Tessellation unlike earlier generations of Radeons.

Anisotropic Filtering is disabled by default but we always use 16X for all game benchmarks.

Let’s check out overclocking, temperatures and noise next.

Overclocking, Temperatures & Noise

All of our performance and overclocked testing are performed in a closed Phanteks Eclipse P400 ATX mid-tower case. Inside, the RTX 3070 Ti is a quiet card even when overclocked and we never needed to increase its fan speeds manually or change the stock fan profile. We overclocked using Afterburner without adding any extra voltage.

We used Heaven 4.0 running in a window at completely maxed-out settings at a windowed 2560×1440 to load the GPU to 98% so we could observe the running characteristics of the RTX 3070 Ti and also to be able to instantly compare our changed clock settings with their results. At completely stock settings with the GPU under full load, the card ran cool and stayed below 85C with clocks that averaged around 1850MHz.

Simply raising the Power and Temperatures to their maximums resulted in the clocks running above 1875MHz with a small rise in temperatures using the stock fan profile.

After testing multiple combinations, our RTX 3070 Ti’s final stable overclock to achieve the highest overall performance added +150MHz offset to the core and +800 MHz to the memory. to achieve a core clock above 2000MHz with a memory clock of 10300MHz. The RTX 3070 Ti FE is power-limited, and to achieve a higher overclock will require more voltage.

Although we were unable to spend a lot of time overclocking it, our review sample appears to be only a fair overclocker. If you want a higher overclock, pick a partner overclocked AIB RTX 3070 Ti. To see the performance increase from overclocking, we tested 5 games. The results are given after the main performance charts in the next section.

First, let’s check out performance on the next page.

Performance Summary Charts & Graphs

Gaming Performance Summary Charts

Here are the summary charts of 25 games and 3 synthetic tests. The highest settings were always chosen and the settings are listed on the chart. The benches were run at 1920×1080, 2560×1440 and at 3840×2160. Five cards were compared and they are listed in order starting from left to right with the RTX 3070 FE, the reference RX 6800, the RTX 3070 Ti, the RX 6800 XT, the RTX 3080 FE, the RTX 3080 Ti FE, the RTX 3090 FE, and the Red Devil RX 6900 XT (which was benchmarked in April).

Most results, except for synthetic scores, show average framerates, and higher is better. Minimum framerates are next to the averages in italics and in a slightly smaller font. Games benched with OCAT show average framerates, but the minimums are expressed by frametimes (99th-percentile) in ms where lower are better. Performance wins between the RTX 3070 Ti and the RX 6800 are given in yellow text.

Please click on each chart to open a pop-up window for its best viewing experience.

Although there is some game-dependent variability, the RTX 3070 Ti FE is only around 3-10% faster than the RTX 3070 FE but it is enough to now easily trade blows with the reference RX 6800 in rasterized games, winning more than it loses, and is much faster in most ray traced games and a lot faster when DLSS is used.

Next we look at overclocked performance.

Overclocked benchmarks

These benchmarks are run with the RTX 3070 Ti overclocked +150MHz on the core and +800MHz on the memory versus at stock clocks. The RTX 3070 Ti overclocked results are presented first and the stock results are shown in the second column.

There is a small performance increase from overclocking the RTX 3070 Ti Founders Edition. Unfortunately, although we did not have enough time to optimize our overclock, it’s clear that NVIDIA has locked down Ampere cards’ overclocking in an attempt to maximize performance for all Founders Edition gamers. We would also suggest that the RTX 3070 Ti FE is rather voltage constrained and if you want a higher overclock, pick a factory-overclocked partner version instead of a Founders Edition.

Let’s next look at VR gaming with the Vive Pro 2. The following is not our review of the Vive Pro 2 – the full review will follow next week. Instead we are going to focus on performance.

VR Gaming with the Vive Pro 2

The Vive Pro 2 is a much more demanding headset than the Vive Pro or the Valve Index by virtue of its higher resolution. Image resolution has been increased per eye from the Pro’s (or Valve Index’) 1440 x 1600 to 2448 x 2448. This higher resolution gives it exceptional clarity with no screen door effect, but it is also demanding on video cards. By default at the Ultra or Extreme preset, the Vive console uses 150% SteamVR Render Resolution for the Vive Pro 2 which appeared to be set to 2748×2748 per eye for high end NVIDIA cards at the time we benchmarked our games.

Here is the OpenVR benchmark result which requires 100% SteamVR Render Resolution for its default run. We used the Vive Console Ultra setting at native resolution and 90Hz. We did not test the Extreme setting which allows up to 120Hz.

Although SteamVR sets the same resolution for the RTX 3090 and the RTX 3070 Ti, it uses a lower resolution for AMD cards at either 100% (2244×2244) or at 150%. In fact, yesterday’s Vive software update lowered the default SteamVR resolution slightly for NVIDIA cards which suggests that it is still a work in progress and is being fine-tuned. The 100% SteamVR render resolution was lowered from 2556×2556 to 2532×2532 yesterday. Our results reflect the higher render setting.Some VR gamers prefer to lower the SteamVR Render Resolution which is set at 150% and is mostly used to compensate for the lens’ distortion instead of lowering a game’s preset or by dropping individual settings. We decided to initially test at 100% which is what we test the Reverb G2, the Vive Pro, and the Valve Index. Our follow up review will also benchmark at the default 150% resolution.

Yesterday, in response to our questions, Vive suggested that the SteamVR default Render Resolution should be left at 150%. Vive told BTR:

“Motion Compensation is the same as Motion Smoothing. The new lens and display requires our own motion compensation, and VIVE Console is the software that is driving the displays, so motion compensation is built into that.

For VIVE Pro 2, we set Steam’s supersampling setting as 150% by default, which makes up for the lens distortion. We found this to be the best value for SteamVR’s automatic performance scaling to scale and still reach 90 or 120 Hz on the majority of PCs we expect to be used to run VIVE Pro 2. However, users can still go into SteamVR to manually adjust their supersampling settings.

If we had set it to 100%, a lot of PCs would struggle under automatic settings. Render resolution is set by SteamVR and automatically scales to what it thinks is best for your system, VIVE Console handles display resolution.”

Motion Smoothing is disabled in SteamVR, but we actually didn’t see any FPS performance difference disabling or enabling Motion Compensation in the Vive console using fpsVR although the frametimes suffered. We see relatively minor visual differences between 100% and 150% SteamVR Render Resolution but even at the higher setting, lens distortion is still slightly visible to us particularly at the edges of the display.

At 50% SteamVR Render Resolution, there is a clear degradation of visuals which indicates that the SteamVR Render Resolution is working properly. However, at 150% Super Resolution, the frametime rates go up (which is bad) for several games that we tested although the FPS remain at 45 FPS which suggested to us that Vive’s Motion Compensation may still be on although Vive assures us it can be switched off in their console. We noticed that Motion Compensation artifacting became prominent and even disturbing if settings are pushed too high as we found with Elite Dangerous.

Please note that FCAT VR doesn’t distinguish dropped frames from synthesized frames using the Pro 2 (or the Reverb G2) like it properly does for the Valve Index and the Vive Pro. We suggest that the vast majority of the frames reported as dropped are actually synthetically generated (reprojected) frames. It is likely that FCAT VR is not yet optimized for the Pro 2.

It is important to remember that BTR’s charts use frametimes in ms where lower is better, but we also compare “unconstrained framerates” which shows what a video card could deliver (headroom) if it wasn’t locked to either 90 FPS or to 45 FPS by the HMD. In the case of unconstrained FPS which measures just one important performance metric, faster is better.

Let’s individually look at our five VR games’ performance using FCAT VR. All of our games were benchmarked at 100% SteamVR resolution.

First up, Assetto Corsa Competizione.

Assetto Corsa Competizione (ACC)

BTR’s sim/racing editor, Sean Kaldahl created the replay benchmark run that we use for both the pancake game and the VR game. It is run at night with 20 cars, lots of geometry, and the lighting effects of the headlights, tail lights, and everything around the track looks spectacular.

Just like with Project CARS, you can save a replay after a race. Fortunately, the CPU usage is the same between a race and its replay so it is a reasonably accurate benchmark using the Circuit de Spa-Francorchamps.
iRacing may be more accurate or realistic, but Assetto Corsa Competizione has some appeal because it feels more real than many other racing sims. It delivers the sensation of handling a highly-tuned racing machine driven to its edge. We test using the VR Low preset.

VR Low

Here are the ACC frametimes using VR Low.

Here are the details are reported by FCAT-VR:

The RTX 3070 Ti delivered 102.85 unconstrained FPS with 15 dropped or synthesized frames and no Warp misses.

The RTX 3070 Ti has a little performance headroom and it is possible to play it using enhanced individual settings with minimal reprojected or synthesized frames but it is best suited for playing ACC on VR Low. VR High is unplayable.

Next, we check out Elite Dangerous.

Elite Dangerous (ED)

Elite Dangerous is a popular space sim built using the COBRA engine. It is hard to find a repeatable benchmark outside of the training missions.

A player will probably spend a lot of time piloting his space cruiser while completing a multitude of tasks as well as visiting space stations and orbiting a multitude of different planets (~400 billion). Elite Dangerous is also co-op and multiplayer with a very dedicated following of players.

We picked the Ultra Preset with the maximum FoV originally but the shimmering and artifacting from reprojection/Motion Compensation was awful, so we set everything to Medium leaving the FoV at maximum. Here is the frametime plot.

Here are the frametimes.

Here are the details as reported by FCAT-VR:

The RTX 3070 Ti delivered 128.79 unconstrained FPS with no Warp Misses nor any dropped or synthetic frames.

The experience playing Elite Dangerous at Ultra settings is awful but Medium seems perfect with some performance headroom to increase individual settings.

Next, we will check out a really demanding VR game, No Man’s Sky.

No Man’s Sky

No Man’s Sky is an action-adventure survival single and multiplayer game that emphasizes survival, exploration, fighting, and trading. It is set in a procedurally generated deterministic open universe, which includes over 18 quintillion unique planets using its own custom game engine.

The player takes the role of a Traveller in an uncharted universe by starting on a random planet with a damaged spacecraft equipped with only a jetpack-equipped exosuit and a versatile multi-tool that can also be used for defense. The player is encouraged to find resources to repair his spacecraft allowing for intra- and inter-planetary travel, and to interact with other players.

We set the settings to Enhanced which is above Low and below High, but we also set the anisotropic filtering to 16X and upgraded to FXAA+TAA. The game has recently implemented DLSS 2.1 and we used the highest visual quality preset, Quality which gives a much smaller performance boost than the others DLSS settings.

Here is the No Man’s Sky Frametime plot.

Here are the FCAT-VR details of our comparative runs.

The RTX 3070 Ti produced 85.37 unconstrained FPS with no dropped frames or Warp misses, but it required 3200 (50%) synthetic frames.

The Low Preset may be better suited for play with the RTX 3070 Ti, or else individual setting may be lowered to maintain a balance of performance to visuals. However, it may be best to use DLSS Performance instead and accept a slight artifacting. We were very impressed with the Enhanced preset using DLSS Quality, and the high resolution screen of the Vive Pro 2 makes playing this game an even more extraordinary experience where the game comes more alive.

Let’s continue with another demanding VR game, Project CARS 2, that we still like better than its successor.

Project CARS 2 (PC2)

There is a real sense of immersion that comes from playing Project CARS 2 in VR using a wheel and pedals. It uses its in-house Madness engine, and the physics implementation is outstanding. We are disappointed with Project CARS 3, and will continue to use the older game instead for VR benching.

Project CARS 2 offers many performance options and settings and we prefer playing with SMAA rather than to use MSAA.

Project CARS 2 performance settings

We originally tried maximum settings including for Motion Blur but that wasn’t possible so we set everything to Medium.

Here is the frametime plot.Here are the FCAT-VR details.

The RTX 3070 Ti delivered 77.49 unconstrained FPS with 4802 (50%) synthesized or dropped frames and with no Warp misses.

The experience playing Project CARS 2 on the Medium preset requires that we would recommend lowering individual settings or even lower the resolution a as needed to stay out of reprojection. However, even on Medium, the game looks great using the Vive Pro 2.

Let’s benchmark Skyrim VR.

Skyrim VR

Skyrim VR is an older game that is no longer supported by Bethesda, but fortunately the modding community has adopted it. It is not as demanding as many of the newer VR ports so its performance is still very good on maxed-out settings using its Creation engine.

We benchmarked Skyrim VR using its highest settings, but we did not increase its in game supersampling.

Here are the frametime results.

The RTX 3070 Ti managed 130.68 unconstrained FPS with no dropped frames, no synthetic frames, and no Warp misses.

The RTX 3070 Ti can play Skyrim at its maxed out in-game settings although we did not benchmark in-game Supersampling since we saw reprojecting or synthesized frames. Since there is some performance headroom, it suggests to us that mods may be used with the Vive Pro 2 and a RTX 3070 Ti class of video card.

These benchmarks results bring up more questions than answers that we hope to cover in a follow up review dedicated to the Vive Pro 2 next week. However, we love the Pro 2 and have ordered our own headset and will keep it for future VR benchmarking.

To see if the RTX 3070 Ti is a good upgrade from the other video cards we test workstation, creative, and GPGPU benchmarks starting with Blender.

Blender 2.92 Benchmark

Blender is a very popular open source 3D content creation suite. It supports every aspect of 3D development with a complete range of tools for professional 3D creation.

We benchmarked three Blender 2.92 benchmarks which measure GPU performance by timing how long it takes to render production files. We tested seven of our comparison cards with both CUDA and Optix running on the GPU instead of using the CPU. We benchmarked the RX 6800 XT and the RTX 3080 using OpenCL because Radeons do not support CUDA.

Here are the RTX 3070 Ti’s CUDA and OPTIX scores.

For the following chart, lower is better as the benchmark renders a scene multiple times and gives the results in minutes and seconds.

Blender’s benchmark performance is slower using the RTX 3070 Ti compared with the RTX 3080 and slightly faster than te RTX 3070.

Next we look at the OctaneBench.

Octane Bench

OctaneBench allows you to benchmark your GPU using OctaneRender. The hardware and software requirements to run OctaneBench are the same as for OctaneRender Standalone.

We run OctaneBench 2020.1.5 for Windows and here are the RTX 3070 Ti’s complete results with an overall score of 454.87.

Here is the summary chart comparing our five GeForce cards. Radeons cannot run the Octane benchmark.

The RTX 3070 Ti is a decent card when used for rendering but closer to the RTX 3070 in performance than the RTX 3080.

Next, we move on to AIDA64 GPGPU benchmarks.

AIDA64 v6.33

AIDA64 is an important industry tool for benchmarkers. Its GPGPU benchmarks measure performance and give scores to compare against other popular video cards.

AIDA64’s benchmark code methods are written in Assembly language, and they are well-optimized for every popular AMD, Intel, NVIDIA and VIA processor by utilizing the appropriate instruction set extensions. We use the Engineer’s full version of AIDA64 courtesy of FinalWire. AIDA64 is free to to try and use for 30 days.

Here are the RTX 3070 Ti AIDA64 GPGPU results.

Here is the chart summary of the AIDA64 GPGPU benchmarks with seven of our competing cards side-by-side.

The RTX 3070 Ti is a fast GPGPU card that is slightly faster than the RTX 3070. So let’s look at Sandra 2020 next.

SiSoft Sandra 2020/21

To see where the CPU, GPU, and motherboard performance results differ, there is no better tool than SiSoft’s Sandra 2020. SiSoftware SANDRA (the System ANalyser, Diagnostic and Reporting Assistant) is a excellent information & diagnostic utility in a complete package. It is able to provide all the information about your hardware, software, and other devices for diagnosis and for benchmarking. Sandra is derived from a Greek name that implies “defender” or “helper”.

There are several versions of Sandra, including a free version of Sandra Lite that anyone can download and use. Sandra 2021 R2 is the latest version, and we are using the full engineer suite courtesy of SiSoft. Sandra 2020/21 features continuous multiple monthly incremental improvements over earlier versions of Sandra. It will benchmark and analyze all of the important PC subsystems and even rank your PC while giving recommendations for improvement.

We ran Sandra’s intensive GPGPU benchmarks and charted the results summarizing them. There was a bug in one Processing benchmark that affected the Red Devil RX 6800 XT with OpenCL that was addressed by SiSoft by the time we tested the RX 6800.

In Sandra GPGPU benchmarks, the RTX 3070 Ti is similar in performance to the RTX 3070. Interestingly, the RTX 3070 Ti (and RTX 3080 Ti’s) Hashing bandwidth is much lower than the RTX 3080/RTX 3070 and even the RX 6800 XT as NVIDIA has limited its cryptocurrency mining ability. However, since the architectures are different, each card exhibits different characteristics with different strengths and weaknesses.

SPECworkstation3 Benchmarks

All the SPECworkstation3 benchmarks are based on professional applications, most of which are in the CAD/CAM or media and entertainment fields. All of these benchmarks are free except for vendors of computer-related products and/or services.

The most comprehensive workstation benchmark is SPECworkstation3. It’s a free-standing benchmark which does not require ancillary software. It measures GPU, CPU, storage and all other major aspects of workstation performance based on actual applications and representative workloads. We only tested the GPU-related workstation performance as checked in the image above.

Here are our raw SPECworkstation 3.0.4.summary and raw scores for the RTX 3070 Ti.

Here are the SPECworkstation3 results summarized in a chart along with six competing cards. Higher is better.

Using SPEC benchmarks, the RTX 3070 Ti is closer in performance to the RTX 3070 than it is to the RTX 3080. However, since the architectures are different, the cards each exhibit different characteristics with different strengths and weaknesses.

SPECviewperf 2020 GPU Benches

The SPEC Graphics Performance Characterization Group (SPECgpc) has released a 2020 version of its SPECviewperf benchmark that features updated viewsets, new models, support for both 2K and 4K display resolutions, and improved set-up and results management.

We benchmarked at 4K and here is the summary for the RTX 3070 Ti.

Here are SPECviewperf 2020 GPU benchmarks summarized in a chart together with six other cards.

Again the RTX 3070 Ti is slightly faster than the RTX 3070 but not close to RTX 3080 performance.

After seeing these benches, some creative users may wish to upgrade their existing systems with a new RTX 30X0 series card based on the performance increases and the associated increases in productivity that they require. The question to buy an RTX 3070 Ti should be based on the workflow and requirements of each user as well as their budget. Time is money depending on how these apps are used. However, the target demographic for the RTX 3070 Ti is primarily gaming for gamers, especially at 1440P and at 1080P.

Let’s head to our conclusion.

Final Thoughts

The $599 RTX 3070 Ti FE performed well performance-wise compared to the RX 6800. However at only around 3-10% faster than the $100 less expensive RTX 3070 it is not priced particularly well based on its value to performance. It does have faster GDDR6X memory, slightly more cores and a mini-clockspeed bump together with a much better cooling system

If a gaming enthusiast wants a very fast card upper-midrange card, the RTX 3070 Ti is an excellent card for ultra 1080P or 1440P gaming. It can also be used for 4K gaming if settings are lowered.

The Founders Edition of the RTX 3070 Ti is well-built, solid, and good-looking, and it stays cool and quiet even when overclocked. The RTX 3070 Ti Founders Edition will offer a solid upgrade for first generation Turing owners of the RTX 2070 or any earlier generation cards. However, it is not really an upgrade from a $499 RTX 3070 FE which has a higher value to price ratio – if it can be found at MSRP.

Pros

  • The RTX 3070 Ti is fast enough for VR gaming with the Vive Pro 2 at 100% SteamVR render resolution
  • The RTX 3070 Ti is perfect for 1440P or 1080P gaming although settings have to be lowered for 4K; and it’s also very useful for intensive creative, SPEC, or GPGPU apps
  • Ray tracing is a game changer in every way and the RTX 3070 Ti is much faster than the RX 6800 XT or RX 6800 XT when DLSS 2.0 or ray tracing features are enabled. DLSS 2.0 has been rightly called “a miracle” for gamers including for VR gamers
  • Reflex and Broadcast are important features for competitive gamers and broadcasters
  • Ampere improves over Turing with AI/deep learning and ray tracing to improve visuals while also increasing performance with DLSS 2.0 and Ultra Performance DLSS
  • The RTX 3070 Ti Founders Edition design cooling is quiet and efficient and its upgraded flow-through design is a real upgrade over the RTX 3070 FE. The GPU in a well-ventilated case stays cool even when overclocked and it remains quiet using the stock fan profile
  • The industrial design is eye-catching and it is solidly built

Cons

  • High Price
  • Lack of availability

The Verdict

If you are a gamer who plays at maxed-out 1080P, 1440P, or even at 4K with lesser settings, you may want to upgrade to a RTX 3070 Ti. The Founders Edition offers good performance value as an upgrade from previous generations with the additional benefit of being able to handle ray tracing much better. It is much faster in ray traced games than any Radeon, and DLSS 2.0 is a true game changer that brings extra performance without any compromise in visuals.

The RTX 3070 Ti Founders Edition is available starting tomorrow for $699 from NVIDIA’s online store, and USA customers can purchase these cards also directly from Best Buy both online and in person. Only a relatively few lucky gamers will be able to buy one at SEP, but we believe the supply issue will ease and pricing will return to normal by the Autumn and this review will be even more useful in making a high end card selection then.

Stay tuned, there is a lot more on the way from BTR. Next week, we will test multiple cards in VR using the brand new Vive Pro 2. We are in touch with HTC/Vive and hope to have answers and solid performance results by then. Stay tuned to BTR!

Happy Gaming!

]]>
https://babeltechreviews.com/the-rtx-3070-ti-launch-review-featuring-the-vive-pro-2/feed/ 1