Gaming performance in Cyberpunk 2077
Now let’s move on to our Cyberpunk 2077 real-world benchmark around and through the “Kabuki Market”. This test run has already served us in the past as a vivid example of how CPU and RAM can affect performance in demanding games, provided we are not in the GPU limit. We tested with patch 1.12 of the game, as this was the current version at the beginning of our tests. However, in random tests with patch 1.2, we did not notice any changes in performance compared to 1.12.
As expected, we are in the GPU limit in UHD with the “Raytracing Ultra” preset even with an RTX 3090. The differences of about 1 FPS in the Averages and just under 2 PFS in the 1% Low are measurement tolerances between runs.
However, there are already some minor differences in the frame time variances between single and dual rank, but these fall into the category: just measurable, but probably not noticeable.
In QHD or 1440p, the advantage for the dual-rank configurations now shows up in the Average and 1% Low FPS, followed by the single-rank configs in the Gear 1 and finally in the Gear 2. Thus, the higher latencies of the Gear 2 are already slightly noticeable negatively here.
The frame time variances at 1440p are unfortunately again a bit hard to display in the graph, as the differences are in the range of 1.5 percentage points between less and more than 4 ms.
In Full HD, the trend of the previous resolution continues, dual-rank over single-rank, within these categories Gear 1 over Gear 2, and within these intersections faster over slower clock speeds. It must be said, of course, that the transitions between these intersections are quite fluid and without large gaps, but they are clearly measurable. For gaming below the GPU limit, the gearing, among other things, is quite important.
In terms of frame time variances, the image remains largely identical to 1440p. The resolution is again thankless, as the measured variances are “too smooth” to really read differences here.
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