Testing the Xbox One X for frametime and framerate performance marks an exciting step for GamersNexus. This is the first time we’ve been able to benchmark console frame pacing, and we’re doing so by deploying new, in-house software for analysis of lossless gameplay captures. At a very top-level, we’re analyzing the pixels temporally, aiming to determine whether there’s a change between frames. We then do some checks to validate those numbers, then some additional computational work to compute framerates and frametimes. That’s the simplest, most condensed version of what we’re doing. Our Xbox One X tear-down set the stage for this.
Outside of this, additional testing includes K-type thermocouple measurements from behind the APU (rear-side of the PCB), with more measurements from a logging plugload meter. The end result is an amalgamation of three charts, combining to provide a somewhat full picture of the Xbox One X’s gaming performance. As an aside, note that we discovered an effective Tcase Max of ~85C on the silicon surface, at which point the console shuts down. We were unable to force a shutdown during typical gameplay, but could achieve a shutdown with intentional torture of the APU thermals.
The Xbox One X uses an AMD Jaguar APU, which combines 40 CUs (4 more than an RX 480/580) at 1172MHz (~168MHz slower than an RX 580 Gaming X). The CPU component is an 8C processor (no SMT), and is the same as on previous Xbox One devices, just with a higher frequency of 2.3GHz. As for memory, the device is using 12GB of GDDR5 memory, all shared between the CPU and GPU. The memory operates an actual memory speed of 1700MHz, with memory bandwidth at 326GB/s. For point of comparison, an RX 580 offers about 256GB/s bandwidth. The Xbox One X, by all accounts, is an impressive combination of hardware that functionally equates a mid-range gaming PC. The PSU is another indication of this, with a 245W supply, at least a few watts of which are provided to the aggressive cooling solution (using a ~112mm radial fan).
For a week following the holidays, game news has been non-stop in its roll-out since Christmas day. Valve experienced store downtime on Xmas for a period of about an hour, resultant of an emergency shutoff to protect users from a caching issue that exposed personal information. Valve stated that users have nothing to worry about with regard to credit card information and account data.
That wasn't Santa's only gift to the games industry, though; employees at Red5, developers of Firefall, were reportedly told that payroll would not be issued due to lack of studio finances.
News more specific to games – not just the industry – emerged for The Witcher 3, Escape from Tarkov, and Far Cry Primal. Additional information was revealed about the new Assassin's Creed: The Game: The Movie adaptation. You'll find all that in our news recap video below. Script below that.
It's game launch season. This is the busiest time of year for the games industry, and that's apparent to anyone who's followed recent launches – it's been one hit after the next. Black Ops III led into Fallout 4, into Battlefront, into Assassin's Creed Syndicate, and now Blizzard's Overwatch. The intensity of the season makes for plenty of discussion topics in the gaming news space (and for lots of benchmarking), something that GN's newest commentator is eager to discuss.
This week's biggest news items include, perhaps obviously, Assassin's Creed Syndicate & Battlefront launches, the Overwatch beta weekend, and some Star Citizen Alpha 2.0 news. Our loose script / video outline can be found below the news recap!
Assassin's Creed: Unity was the last AC title we benched, and it led us to an exciting discovery: Some games, like AC Unity did, will present a sizable performance disparity between 2GB and 4GB models of the same video card. The Assassin's Creed series has long been heralded as a standard bearer for lighting, shading, and FX technologies, emboldening its geometrically complex environments with supporting filtration and processing. Lighting and shadows propel games like Assassin's Creed to a point in visual fidelity where, without bloating poly-count beyond reason, the models and meshes look smooth and sculpted beyond the geometry's own means, were it unassisted by lighting.
Ubisoft's Assassin's Creed Syndicate was made available to us last night, at which point it was immediately used for benchmarking AMD's brand new R9 380X GPU. This graphics card benchmark of Assassin's Creed Syndicate tests the game at Ultra and Medium settings across 1080p, 1440p, and 4K resolutions. All the latest cards are present in our Syndicate GPU benchmark – the GTX 980 Ti, 980, 970, 960 4GB vs. 2GB, 950, and 750 Ti from nVidia; the R9 390X ($240), R9 380X, R9 290X, R9 285, and R9 270X from AMD.
Of most note, AC Syndicate carries Unity's legacy of truly accentuating the 2GB vs. 4GB VRAM gap in the GTX 960 cards, something that should, theoretically, propagate to other multi-size models (like the R9 380, if we had them).
This launch season has been one of the most hectic I can remember. The entire year has been a bit chaotic, actually; we had major GPU announcements, architecture changes (Intel & NVIDIA), several AAA game titles (Dragon Age, Warlords of Draenor, ACU, Far Cry 4, Call of Duty), and more. It's been non-stop games news for the entire year, and that's indicative of a healthy industry.
We recently benchmarked Assassin's Creed Unity and Far Cry 4, both Ubisoft titles, and found that each game is fairly graphics-intensive and demanding of system resources. This ~$1000 DIY gaming PC build allows for near-max settings in Assassin's Creed Unity and Far Cry 4, and with help from ShadowPlay, it'll stream to Twitch with relative ease.
There hasn't been a game release lately that didn't warrant a “crash fixes” post, to include Borderlands: The Pre-Sequel and Watch_Dogs. Assassin's Creed Unity now joins the ranks of buggy game launches, though it's not nearly as bad as some of the previous titles we've worked with. While reviewing the game and performing our GPU benchmark, we revealed several PC-centric errors and crash fixes that needed swift resolution.
This quick guide will look at Assassin's Creed Unity's black screen crashes, minimizing to desktop, CTDs, lag, stuttering, network connectivity issues, and FPS drops.
In a somewhat promising turn for the industry, Assassin's Creed Unity ($60) uses almost all of the VRAM we were able to throw at it. We'll get into that shortly. Regardless of the game's mechanics and value (reviewed here), there's no arguing that Assassin's Creed Unity has some of the most graphically-impressive visuals ever produced for a PC game. In coordination with nVidia and its GameWorks suite (detailed), Ubisoft implemented new Percentage Closer Soft Shadows, TXAA, and ShadowWorks technology to soften and blur lines between cast shadows. Not all graphics technologies require nVidia video cards.
In this GPU benchmark, we look at the best video cards for Assassin's Creed Unity for max (Ultra High) settings and other settings; our test pits the GTX 980 vs. GTX 780 Ti, 770, R9 290X, 270X, and more. Low settings tests are also included. Further, we checked RAM and VRAM consumption while playing ACU, hoping to further determine the game's most demanded resource.
Assassin’s Creed has taken us to some historical, exotic locations and introduced new gameplay varieties in each installment. The newest title, Assassin’s Creed Unity ($60), returns much of the gameplay focus to the original formula: stealth, well-timed combat, and puzzle solving.
Assassin’s Creed IV: Black Flag offered swordplay, dramatic naval combat, hunting, and deep-sea diving. AC IV provided a diversity of action in its open-world setting, resulting in a game rarely put down.
The annually renewed Assassin’s Creed franchise has a signature approach to the open-world action genre, best known for its free-flowing parkour and death-from-above assassinations. Assassin’s Creed has evolved over the past seven years to support its core gameplay by introducing multiplayer, naval combat, deep sea exploration, and other gameplay enhancements.
The next installment -- Assassin’s Creed Unity -- perhaps marks the most significant progression to the franchise by introducing a four-player cooperative experience. Ubisoft is taking its formula of an agile, adept assassin and multiplying it by up to four so that players can team up with their friends. As we experienced first-hand at PAX Prime 2014 in Ubisoft’s super-secret suite, this amplifies the flair and carnage to a much higher level.
We enjoyed a hands-on, co-op gameplay preview of Ubisoft's Assassin’s Creed Unity at PAX Prime. A video with impressions is forthcoming, though we were barred from direct screen capture.
Ubisoft has developed a number of franchises throughout its history that share dynamic, action-heavy, and social qualities. The design changes Ubisoft has made have taken steps toward giving gamers more control over how gaming experiences are defined within each universe. This is showcased from its first major free-roaming game, Assassin’s Creed, to the heavily-criticized Watch Dogs, and to next year’s The Division. With enough games in the Assassin’s Creed series and a games library sharing several similarities, it’s time Ubisoft completely follows through with the level of immersion and social integration in its universes.
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