Summary and overview of all games with super sampling, ray tracing and frame generation
The normalization of FPS values across different games enables an objective and comparable evaluation of hardware performance. As the processor and graphics card requirements vary depending on the game, raw FPS values cannot be directly compared. In order to create a uniform basis for evaluation, the recorded FPS values of the individual titles are first converted to a common benchmark before the average is calculated. This approach ensures a balanced performance evaluation without particularly demanding or less demanding games having a disproportionate influence on the overall result. I apply this methodology to both the average FPS and the P1 Low, which takes into account the slowest 1% of rendered frames.

The P1 Low is a benchmark value that captures the lowest 1% of the measured FPS and specifically takes into account performance drops that can affect the gaming experience. The calculation is performed by sorting the recorded FPS values, whereby the highest value within the lower 1% range is determined as P1 Low. This makes it possible to identify serious frame drops that would not be recognizable in the average view. This value serves as an important indicator for the stability of the frame rate and makes problems such as micro-jerking visible, which can lead to an uneven display.

The power consumption in UHD with activated technologies such as DLSS 3 or FSR and ray tracing is primarily determined by the GPU load. Intelligent upscaling and frame generation reduce the pixels to be calculated, which can significantly reduce the energy requirement compared to native resolution with ray tracing. Nvidia graphics cards in particular benefit from this reduction in load and also process patch tracing efficiently.

We also want to look at the CPU again:

The efficiency is then the counter calculation, so to speak, where you put the amount of watts used (average over the respective game) and the average FPS of the game in question in relation:

- 1 - Introduction, overview and technical data
- 2 - Test system and equipment
- 3 - Teardown: PCB and cooler
- 4 - Teardown: Material analysis and thermal interface materials
- 5 - Gaming Performance: Rasterization
- 6 - Gaming Performance: Supersampling, RT and FG
- 7 - Power consumption, load peaks, PSU recommendation
- 8 - Temperatures, clock rates and thermography
- 9 - Fan curves and operating noise
- 10 - Summary and conclusion




































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