Gaming GPUs Hardware Reviews

Special: Battlefield V in great detail test with the GeForce RTX 2080 Ti, RTX 2080, RTX 2070 and RTX 2060 | igorsLAB

If you're wondering why we're only now bringing this article to Battlefield V, be reassured - I didn't like the whole hickhack about patches and drivers personally. Especially since the almost completed first article actually became a waste overnight, just because the patch was in the house. So it was again said to get everything back to zero and again eyes to and through...

Test in QHD with 2560 x 1440 pixels

The GeForce RTX 2080 is in principle still quite sufficient in QHD, because without DXR it easily exceeds the average of 100 FPS and above all keeps the frame rate above 60 fps. The game remains playable even when the ray tracing feature is enabled. But only the low and normal options allow an average frame rate of over 60 FPS. Everything about it is getting much slower.

Now let's look at the corresponding curves of all quality levels for the FPS, the percentiles: and the frame time:

Now let's break down the frametime gradients for each setting separately:

The variances now show us the quality of the transitions by analyzing the different rendering times of successive frames. The higher the variance, the more visible the difference becomes, which can be perceived as a jerk or jump from a certain size and accumulation:

The "Unevenness" index shows once again the simulated immersion, where it is mainly about the smoothness of the smoothness. Problems? No!

 

Test in UHD with 3840 x 2160 pixels

Although it lags slightly behind its big sister in terms of performance, the GeForce RTX 2080 is still a high-end card capable of offering ray tracing in UHD on paper. In practice, you have to experiment with the respective settings.

Battlefield V (PC)

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While the GeForce RTX 2080 can also play Battlefield V in 4K with all maximized settings, but without RTX, with an average of more than 60 FPS, the ray tracing activation is only possible on "Low" or "Normal" if a in the heaviest scenes, a frame rate of up to 35 fps is sufficient. If you switch to "High" or "Ultra", you still create the 30 FPS mark throughout, but I would define really fluid completely differently.

Now let's look at the corresponding curves of all quality levels for the FPS, the percentiles: and the frame time:

Now let's break down the frametime gradients for each setting separately:

The variances now show us the quality of the transitions by analyzing the different rendering times of successive frames. The higher the variance, the more visible the difference becomes, which can be perceived as a jerk or jump from a certain size and accumulation:

The "Unevenness" index shows once again the simulated immersion, where it is mainly about the smoothness of the smoothness.

 

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