Dead Space (2023)
The remake of the Playstation 3 classic has only recently been released, now also on the PC, based on the “Frostbite” engine from the publisher EA. This engine is also used by the Battlefield games, for example, which makes Dead Space a very interesting benchmark candidate for me. Unfortunately, I have not yet found a way to read the version of the game. If you have any tips here, feel free to let me know in the forums!
Here we use a short section at the beginning of the game, interacting with various physics objects. Since most of the game takes place in narrow corridors with a maximum of a handful of enemies at the same time, this simple parkour should be representative for most of the rest of the game as well.
Currently, the game still suffers from frame spikes at level transitions like elevators or locks and since we pass one at the beginning of our benchmark, the 1% low FPS is unfortunately relatively inconsistent. Apart from that, we seem to have found another relatively latency-sensitive game title here, because the DDR4 config is always on top. So here again synthetics like AIDA64 Latency or Pyprime would be a good counterpart to infer performance. Now it would be interesting to test whether other “Frostbite” titles behave similarly to Dead Space (2023).
Cyberpunk 2077
CDPR’s open-world title was actually one of the first game benchmarks for our RAM tests and has been on hiatus since DDR5 began. The reason for this was the inconsistent performance between patches and the low impact of RAM and CPU on the FPS, even in 1080p. Many readers didn’t believe me, so today I want to show you again quite transparently how at least our benchmark parkour behaves with the DDR5 configs. Version 1.61 is used, with the highest possible settings (RT “Psycho”) but without DLSS.
The benchmark scene is based on the same save file as 2 years ago and is a one minute drive and run course around the “Kabuki Market”. The large number of npc’s and the many reflective surfaces at dusk and dawn also place a higher load on the render pipeline.
Effectively, hardly any difference between the configurations can be measured here, which supports my theory that RAM brings almost no more growth here after a certain speed. The engine is saturated, so to speak. For comparison, a few years ago with slower DDR4 configs and slower CPU it looked like this (different patch level):
- 1 - Introduction and concept
- 2 - DDR4 Samsung 8 Gbit B Die (4S8B)
- 3 - DDR5 SK Hynix 16 Gbit A Die (5H16A)
- 4 - DDR5 SK Hynix 16 Gbit M Die (5H16M)
- 5 - DDR5 Samsung 16 Gbit B Die (5S16B)
- 6 - DDR5 Micron 16 Gbit Rev A (5M16A)
- 7 - Synthetics (1/2) – PyPrime 2.0 2b, y-cruncher 2.5b
- 8 - Synthetics (2/2) – Geekbench 3, AIDA64
- 9 - Gaming (1/3) – Assetto Corsa Competizione, Marvel's Spider-Man Remastered
- 10 - Gaming (2/3) – Dead Space (2023), Cyberpunk 2077
- 11 - Gaming (3/3) – Shadow of the Tomb Raider
- 12 - Summary and conclusion
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