Assetto Corsa Competizione
Also known as ACC for short is a multiplayer racing simulation game with a focus on GT vehicle classes. The game was benchmarked in version 1.8.21. For this we use a replay file that contains a multiplayer race as a complete record of the in-game simulation data. When the replay file is played, the race is then simulated again in real time with all vehicles and players, which at the same time means a high load for the hardware and almost perfect reproducibility.
The “Epic” preset is used for the graphics settings. We start our frame review recording of the benchmark at exactly 2:00 minutes of the replay and end it again at the end of the first lap after 141 seconds. The replay file is available for download here: https://drive.google.com/file/d/1tzEGwawQJH84c9TaFCDHBolXoeZrmR1T/view?usp=share_link
It’s obvious that ACC is a very latency-sensitive gaming title. The DDR4 configurations in XMP and OC are always at the top here and only the fastest DDR5 kit with overclocking just manages a tie in 1440p. The ranking of the other configurations is also effectively identical to one of the synthetic latency benchmarks like Pyprime 2.0 or the AIDA64 latency test. Thus, we have an illustrative example of how synthetic benchmarks can easily be used to draw conclusions about the performance in a certain game title.
Marvel’s Spider-Man Remastered
This game title was recommended to me by many readers due to its high CPU/RAM load when ray tracing is active. Unfortunately, the game crashes with ray tracing “Very High” in more than 50% of the benchmark runs, which is why we only use the “High” level here. Since the internet is full of reports with the same “DX device hung” error message and here it is always suggested to disable raytracing, I would suspect a bug in the engine here. This would also explain why ray tracing is not active even in the highest graphics preset. The game was tested in version 1.1212.0.0.
As a benchmark sequence, we use a section in “Times Square” with many vehicles, pedestrians and reflective surfaces, for an even higher CPU load.
MSMR effectively behaves exactly like a bandwidth-sensitive synthetic benchmark for the overclocked configurations, and the configurations are arranged according to their clock speed and thus bandwidth. Accordingly, a benchmark like y-cruncher 2.5b could be used to fairly accurately infer the performance in this game title.
However, something strange happens with the configurations in XMP or JEDEC mode. In 1080p, the DDR4 config is suddenly no longer in last place and not just by a few single FPS and in 1440p, the Samsung 16 Gbit B-Die kit with 6000c36 is faster than the Hynix 16 Gbit M-Die kit with 6400c32. I have measured several times, checked the timings, reset the BIOS and reloaded the XMP profiles, and each time this sequence can be reproduced to within about 1.5 FPS measurement tolerance. Here I could also only assume a bug in the engine as an explanation.
Also noteworthy are the almost constant gaps between 1080p and 1440p, which could mean that even in 4K or 2160p the GPU bottleneck could still be wide enough here for differences in RAM and CPU to be noticeable. Possibly there will be another test about this from us in the future.
- 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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