Important preliminary remark
We’ll do the same with the benchmarks today as we did in the previous launch review. This is important because in the sum of all games, the peculiarities of the respective architectures quickly blur. In the end, there are only 10 specially selected games, but I chose them as examples from over 20 titles and the pre-tests with several cards, because the result was almost exactly the same in the end. The weighting between the titles with pure raster graphics without DXR and with DXR was done in a ratio of 6:4, with the four DXR titles being very different.
Full ray tracing fun in Cyberpunk 2077, combined with more mid-range effects like in Metro Exodus EE and the hybrid implementation of lighting all the way to Marvel’s Guardians of the Galaxy and Shadow of the Tomb Raider, where ray tracing really only comes into play humanely. DXR is being implemented in more and more games and the current engines almost all allow it by now. From this point of view, it would be just as unfair to completely abandon such titles as it would be to use them exclusively with DXR. Since every user has different preferences and some prefer to do without DXR completely (why actually?), I accommodate all target groups a bit for once.
Sum of all games
The 200 watts are easily enough to play reasonably well, because you can reach or even beat a GeForce RTX 3080 10GB, depending on the game and resolution, of course. That’s the good side. However, the up to 15 watts more of an overclockable card like the MSI RTX 4070 Gaming X Trio is quite money well spent, as the 10% more power can translate into up to 10% more performance in some situations like DLSS when the Tensor Cores are also fully utilized. However, the advantage in terms of screening performance is much smaller. However, the effects of the higher power consumption are also more noticeable in the Min FPS than in the pure average and that’s where it gets interesting again.
I normalized the FPS and percentiles and made a geometric mean (Geomean) because this is simply more accurate statistically and is also how it is done in the industry. We compare the Founders Edition with normal clock and 200 Watt Power Target with the overclocked card from and 215 Watt Power Target. This means that all “MSRP cards” and these OC cards are fully covered. I already wrote it on the first page: all cards are the same and because of the small tolerance range, two benchmark runs are enough to show everything.
Full HD (1920 x 1080 pixels)
WQHD (2560 x 1440 pixels)
Ultra HD (3840 x 1440 pixels)
Ultra HD and DLSS/FSR (3840 x 1440 pixels)
Interim summary
The GeForce RTX 4070 is an excellent card in Full HD when it comes to highest frame rates and is also well suited for WQHD. However, smart upscaling will have to be considered in Ultra HD at the latest, and that’s where DLSS comes into play. Meanwhile, games like “The Last of Us Part 1” (TLOU) even subjectively look better in Ultra HD with DLSS than native Ultra HD. NVIDIA can definitely use its advantages here, which DLSS 2.x also offers purely optically. However, if a game supports DLSS 3.0 and you would be stuck in the unplayable FPS range without Super Sampling, then this can even be the lifeline to playability. You can’t improve latencies with it, but not every genre is as latency-bound as various shooters. For TLOU, I would have liked to see DLSS 3.0, but you can’t have everything.
- 1 - Introduction, technical data and technology
- 2 - Test system and methods
- 3 - Teardown: PCB, components and cooler
- 4 - Gaming performance
- 5 - Details: Power consumption and load balancing
- 6 - Transients and PSU recommendation
- 7 - Colock rate, temperatures and thermal imaging
- 8 - Fan speed and noise level
- 9 - Summary and conclusion
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