In Ultra HD (UHD, 3840 x 2160 pixels), the use of technologies such as DLSS and FSR is essential to achieve playable frame rates, especially with ray tracing enabled. Compared to WQHD, the number of pixels in UHD is four times as high, which puts considerably more strain on the GPU. DLSS (Deep Learning Super Sampling) and FSR (FidelityFX Super Resolution) use intelligent upscaling methods that reduce the render resolution and scale the output in high quality using advanced algorithms. The scene is calculated internally in a lower resolution and then upscaled to the target resolution. DLSS uses AI-based models that reconstruct additional details using tensor cores to achieve an image quality that almost matches the native UHD resolution. FSR uses a similar approach, but relies on open standards and is compatible with both AMD and Nvidia graphics cards. Both technologies significantly reduce the GPU load without any noticeable loss of image quality.
Activating ray tracing in UHD places an additional load on the GPU due to the complex calculation of realistic lighting and shadow effects. Technologies such as DLSS 3 and FSR 3 with frame generation offer a solution here by inserting AI-generated frames between two regular frames to increase the perceived fluidity. During testing, all Nvidia graphics cards, including the GeForce RTX 5090, were tested without multi-frame generation (MFG). However, single frame generation was used on supported models. Nvidia graphics cards also show excellent performance with patch tracing enabled, which enables particularly realistic lighting scenarios. Compared to native UHD render resolution, where the GPU has to calculate each pixel individually, DLSS and FSR offer significant advantages. They significantly reduce the computing load and enable smooth displays that would otherwise only be possible with extremely powerful hardware.
Summary and overview of all games in Ultra HD with super sampling, ray tracing and frame generation
The calculation of an average value from the cumulative FPS values of 11 games is also used in Ultra HD to provide a basic assessment of a system’s gaming performance. The frame rates of all tested games are added together and divided by the number of games to obtain a simple average value. However, this average value is of limited significance as it does not reflect the individual requirements and characteristics of the games tested. Games vary considerably in their load on CPU, GPU and memory, which can lead to large differences in performance. A particularly hardware-intensive game can lower the average value disproportionately, while a less technically demanding game can artificially raise the value.
For this reason, the average value only provides a rough guide to the overall performance of the system and is less suitable for a detailed analysis of hardware performance in different scenarios. The significance of the result depends largely on the selection of games and their specific system resource requirements.
The normalization of FPS values across different games serves to present the performance of a hardware objectively and comparably. As different games place varying demands on the CPU and GPU, raw FPS values are not always directly comparable. For normalization, the FPS values of all tested games are brought to a uniform scale and only then calculated as an average value. This approach allows for a balanced assessment of hardware performance that is not distorted by the specific characteristics of individual titles. I use this metric for both the average FPS and the P1 Low, i.e. the percentile with the slowest rendered frames. The GeForce RTX 5080 takes almost 10 percent off the RTX 4080 Super.
The P1 Low is a measured value that is used in benchmarks to evaluate the frame rate (FPS) and describes the performance of the lower 1% of the measured FPS. In contrast to the average value, which reflects the general performance of a system, the P1 Low focuses on performance drops, which can be particularly disruptive when playing games. The calculation is performed by sorting the FPS values according to their height and determining the lower 1%. The highest value within this group is indicated as P1 Low. This makes it possible to isolate serious frame drops, which occur rarely but can significantly impair the perceived fluidity of a game. The P1 Low therefore serves as an important indicator to evaluate the stability of the frame rate in addition to the general performance. It makes problems such as micro-stutters or uneven frame distributions visible, which would not be recognizable when looking at the average value alone. In current tests, the GeForce RTX 5080 is 10 percent ahead of the RTX 4080 Super here, which indicates better frame rate stability and less noticeable drops in performance.
The power consumption of a system in UHD with activated technologies such as DLSS 3 or FSR, combined with ray tracing, is significantly influenced by the GPU load. These settings reduce the load on the GPU through intelligent upscaling and frame generation, which can significantly reduce energy consumption compared to native render resolution with ray tracing. DLSS 3 and FSR reduce the number of pixels actually calculated so that the GPU has to use less computing power. Depending on the game and implementation, this can significantly reduce power consumption, especially with Nvidia graphics cards, which can also process patch tracing efficiently.
The efficiency is then the counter calculation, so to speak, where the amount of watts used (average over the respective game) and the average FPS of the game in question are set in relation to each other:
Individual metrics and details
Of course, as always, there are also the individual metrics for all 11 games tested:
- 1 - Introduction and details of the Blackwell GB203-400-A1 GPU
- 2 - Test system and equipment
- 3 - Gaming: Full-HD 1920x1080 Pixels (Rasterization Only)
- 4 - Gaming: WQHD 2560x1440 Pixels (Rasterization Only)
- 5 - Gaming: Ultra-HD 3840x2160 Pixels (Rasterization Only)
- 6 - Gaming: WQHD 2560x1440 Pixels, Supersampling, RT & FG
- 7 - Gaming: Ultra-HD 3840x2160 Pixels, Supersampling, RT & FG
- 8 - DLSS4 and MFG: Cyberpunk 2077 in detail
- 9 - DLSS4 and MFG: Alan Wake 2 in detail
- 10 - PCIe Gen5 problems, power consumption and standards
- 11 - Load peaks and power supply recommendation
- 12 - Cooler, temperatures, thermography, noise development
- 13 - Summary and conclusion































































































































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