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).
Our Destiny 2 GPU benchmark highlighted massive performance uplift vs. beta on some devices, upwards of 50% on Vega, but was conducted in largely GPU-constrained scenarios. For this content piece, we’ll be exploring the opposite: CPU-constrained scenarios to benchmark Destiny 2 performance on AMD Ryzen and Intel Kaby/Coffee Lake parts, including the R7 1700, R5 1600X, R3 1200, and i7-7700K, i5-7600K, i3-8350K, and G4560.
Most of our test notes have already been recapped in the GPU benchmark, and won’t be fully repeated. Again, we ran a wide spread of tests during the beta, which will be informing our analysis for the Destiny 2 launch benchmarks. Find the previous content below:
As stated in the video intro, this benchmark contains some cool data that was exciting to work with. We don’t normally accumulate enough data to run historical trend plots across various driver or game revisions, but our initial Destiny 2 pre-launch benchmarks enabled us to compare that data against the game’s official launch. Bridging our pre-launch beta benchmarks with similar testing methods for the Destiny 2 PC launch, including driver changes, makes it easier to analyze the deviation between CPU, driver, and game code optimizations.
Recapping the previous tests, we already ran a wide suite of Destiny 2 benchmarks that included performance scaling tests in PvP multiplayer, campaign/co-op multiplayer, and various levels/worlds in the game. Find some of that content below:
- Destiny 2 Beta GPU Benchmark (+ graphics optimization guide, PvP scalability)
- Destiny 2 Beta CPU Benchmark (soon replaced by our Destiny 2 launch CPU bench)
- Destiny 2 texture comparison
NOTE: Our Destiny 2 CPU benchmark is now live.
Some of our original graphics optimization work also carried forward, allowing us to better pinpoint Depth of Field on Highest as one of the major culprits to AMD’s performance. This has changed somewhat with launch, as you’ll find below.
We’re sticking with FXAA for testing. Bungie ended up removing MSAA entirely, as the technique has been buggy since the beta, and left only SMAA and FXAA in its place.
Wolfenstein II: The New Colossus is launching this Friday, and Bethesda have now published the final minimum and recommended specs. Bethesda is touting some PC-focused features like uncapped framerates (as we saw in the Destiny 2 beta, this can also mean “capped above 144”), choice of aspect ratio (4:3, 16:9, 16:10, or 21:9 ultrawide), an FOV slider (70-120), and 4K support.
The New Colossus will use the Vulkan API, following in the footsteps of the notoriously well-optimized DOOM reboot. In our DOOM testing more than a year ago, AMD’s RX 480 benefitted strongly from using Vulkan rather than OpenGL, as did NVIDIA’s 1080 to a lesser degree. Vega is specifically mentioned in this release, and Bethesda claims that with Vulkan they’ve been able to “utilize the power of AMD's Vega graphics chips in ways that were not possible before.” We’ll be publishing GPU tests as soon as possible.
From Bethesda’s site:
UPDATE: We have run new CPU benchmarks for the launch of this game. Please view the Destiny 2 launch CPU benchmarks here.
Our Destiny 2 GPU benchmark was conducted alongside our CPU benchmark, using many of the same learnings from our research for the GPU bench. For GPU testing, we found Destiny 2 to be remarkably consistent between multiplayer and campaign performance, scaling all the way down to a 1050 Ti. This remained true across the campaign, which performed largely identically across all levels, aside from a single level with high geometric complexity and heavy combat. We’ll recap some of that below.
For CPU benchmarking, GN’s Patrick Lathan used this research (starting one hour after the GPU bench began) to begin CPU tests. We ultimately found more test variance between CPUs – particularly at the low-end – when switching between campaign and multiplayer, and so much of this content piece will be dedicated to the research portion behind our Destiny 2 CPU testing. We cannot yet publish this as a definitive “X vs. Y CPU” benchmark, as we don’t have full confidence in the comparative data given Destiny 2’s sometimes nebulous behaviors.
For one instance, Destiny 2 doesn’t utilize SMT with Ryzen, producing utilization charts like this:
UPDATE: We have run benchmarks of the launch version of Destiny 2. Please view the launch Destiny 2 GPU benchmarks here.
The Destiny 2 beta’s arrival on PC provides a new benchmarking opportunity for GPUs and CPUs, and will allow us to plot performance uplift once the final game ships. Aside from being a popular beta, we also want to know if Bungie, AMD, and nVidia work to further improve performance in the final stretch of time prior to the official October 24 launch date. For now, we’re conducting an exploratory benchmark of multiplayer versus campaign test patterns for Destiny 2, quality settings, and multiple resolutions.
A few notes before beginning: This is beta, first off, and everything is subject to change. We’re ultimately testing this as it pertains to the beta, but using that experience to learn more about how Destiny 2 behaves so that we’re not surprised on its release. Some of this testing is to learn about settings impact to performance (including some unique behavior between “High” and “Highest”), multiplayer vs. campaign performance, and level performance. Note also that drivers will iterate and, although nVidia and AMD both recommended their respective drivers for this test (385.41, 17.8.2), likely change for final release. AMD in particular is in need of a more Destiny-specific driver, based on our testing, so keep in mind that performance metrics are in flux for the final launch.
Note also: Our Destiny 2 CPU benchmark will be up not long after this content piece. Keep an eye out for that one.
Destiny 2 will serve as Bungie and Activision’s follow up to the first Destiny, which was exclusive to Playstation and Xbox consoles. Destiny 2 was announced as coming to PC a few months back, but few details were given at that time. Since then, on Thursday May, 18th, there was a livestream event discussing some features of the new game and showing the first official gameplay footage. If you missed the livestream, don’t worry -- we have you covered, we’ve posted the link to it and all the trailers below.
For anyone who missed the news last week, Final Fantasy XIV: Stormblood has a freshly released benchmarking tool included in the download.
In anticipation of the official release of Final Fantasy XIV: Stormblood, Square Enix has revealed a benchmark tool, and a new trailer – itself a recording of the benchmark.
Final Fantasy XIV has never exactly been a demanding title for PC hardware; however, the release of the Stormblood expansion marks the end of PS3 support, which has effectively served as the lowest common denominator while developing the MMORPG across multiple platforms. With the PS3’s hardware limitations no longer a constraint—plus an upgraded North American Data Center—Square Enix has vowed both graphical and functional advancements (think inventory space) over both A Realm Reborn and Heavensward.
Blizzard announced in January that Overwatch had surpassed the 25 million player milestone, but despite being nearly a year old, there’s still no standardized way to benchmark the game. We’ve developed our own method instead, which we’re debuting with this GPU optimization guide.
Overwatch is an unusual title for us to benchmark. As a first person shooter, the priority for many players is on sustained high framerates rather than on overall graphical quality. Although Overwatch isn’t incredibly demanding (original recommended specs were a GTX 660 or a Radeon HD 7950), users with mid-range hardware might have a hard time staying above 60FPS at the highest presets. This Overwatch GPU optimization guide is for those users, with some graphics settings explanations straight from Blizzard to GN.
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