A typical Asian game, to say the least. It’s not my game, but tastes are different, as we all know. Today is also not about the game itself, but about the performance of DLSS 3.0 and especially Frame Generation. So let’s take a look at the game. Here, too, only DLSS is currently available. RSR I can hear you trapsen…
Benchmark scene and settings
Average FPS
Despite ray tracing over 60 FPS native, there’s something going on… DLSS 3.0 has an increase factor of 2.84 over native 2160p, so it looks like we’re running into the game’s frame limit at 200 FPS. Let’s see…
Frame Times, Variances and Percentiles
Latencies
Well, look here… We found the first game where frame generation latencies are significantly worse than in native 2160p resolution with Reflex off. So far, the average was always better than native without Reflex. Interesting find, but in the end also unimportant. The single-player game already runs at 150 FPS in UHD with DLSS performance, so the issue of latency is not really that important for the player now. But the 10 ms more in latency mentioned by NVIDIA due to FG on, becomes 20 ms and more here…
- 1 - Einführung und Testsystem
- 2 - Cyberpunk 2077 @ 2160p
- 3 - Cyberpunk 2077 @ 1440p
- 4 - Cyberpunk 2077 @ 1080p
- 5 - A Plague Tale: Requiem @ 2160p
- 6 - A Plague Tale: Requiem @ 1440p
- 7 - A Plague Tale: Requiem @ 1080p
- 8 - Bright Memory: Infinite @ 2160p
- 9 - Bright Memory: Infinite @ 1440p
- 10 - Bright Memory: Infinite @ 1080p
- 11 - Spider-Man Remastered @ 2160p
- 12 - Spider-Man Remastered @ 1440p
- 13 - Spider-Man Remastered DLSS vs. FSR vs. XeSS
- 14 - Zusammenfassung und Fazit
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