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Wolfenstein: Youngblood Benchmark Test & Performance Analysis

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Could we maybe not talk about "SJW" stuff one way or another in a technical forum? If you didn't like the game just say so, and stop at that. Thanks.

I got this game for free with my 2070 Super. Honestly, it doesn't look that good but I'll give it a shot since I already have it. I am interested in playing with raytracing once they add that in. And the frames that W1zzard got across the upper end of the RTX cards is reassuring that maybe I won't have to turn everything down to mud just to get it running at 60 fps.

Honestly, I'm glad I waited to get a new card because RTRT is kind of underwhelming. Until this game I didn't even own a game that could exercise the RTX hardware, and if I didn't get a bump from 1080 to 1080 Ti levels of performance, I would have been pretty pissed. Also, there's not much daylight between 2070 Super and 2080 Super performance in this game, feeling better about saving $200 there.

What's going on with Nvidia where they can't help these companies get RTX out in a reasonable fashion? If you miss the first month of a game, 90% of the people who are excited to play it have already done so. Young Blood's RTX is going to be relegated to RTX demo at this point. It's sad but I doubt we're going to see day one RTX until the new Xbox and Playstation come out and it's pushed as THE "next gen" feature. So backwards that us PC folk have had this for a year now and game devs are still slow walking even bad implementations of the new tech.
a fellow 5775c/2070S owner waiting for YB RTX :)

Frankly I never noticed "SJW stuff" in Colossus,maybe people are just too sensitive.In that case I suggest either growing a thicker skin or changing attitute to more relaxed.It was a pretty awesome shooter,despite the story being so-so you never got bored.Who cares about story in fps games anyway.I'm playing bioshock infinite now and it's a yawnfest.
 
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a fellow 5775c/2070S owner waiting for YB RTX :)

Frankly I never noticed "SJW stuff" in Colossus,maybe people are just too sensitive.In that case I suggest either growing a thicker skin or changing attitute to more relaxed.It was a pretty awesome shooter,despite the story being so-so you never got bored.Who cares about story in fps games anyway.I'm playing bioshock infinite now and it's a yawnfest.

4.3 GHz is higher than I can handle in my case, good on you! Yeah, I figured my 5775c could continue to last for a bit longer with the 2070S. Very happy so far, no obvious bottlenecking though I do play at 4k. I did have to upgrade my PSU, which was a bit surprising, but it's better in the long run.

I'm torn about whether these high framerates in max quality in Young Blood across the board at 4k are good for PC gaming because more people will be able to play at the details "imagined" by the developers, or bad because this game essentially will not get any better with age. I really think it's just the fact that the DOOM engine is so optimized for console 60 fps. Where do you go but up into the 100's when you have to support 1.2 TFLOPS polaris on Xbox One at 60 fps?

I'm guessing DOOM Eternal is going to be similarly biased towards high framerates across the board. It'll be interesting to see if next-gen DOOM and Wolfenstein return to actually pushing our systems.
 
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4.3 GHz is higher than I can handle in my case, good on you! Yeah, I figured my 5775c could continue to last for a bit longer with the 2070S. Very happy so far, no obvious bottlenecking though I do play at 4k. I did have to upgrade my PSU, which was a bit surprising, but it's better in the long run.

I'm torn about whether these high framerates in max quality in Young Blood across the board at 4k are good for PC gaming because more people will be able to play at the details "imagined" by the developers, or bad because this game essentially will not get any better with age. I really think it's just the fact that the DOOM engine is so optimized for console 60 fps. Where do you go but up into the 100's when you have to support 1.2 TFLOPS polaris on Xbox One at 60 fps?

I'm guessing DOOM Eternal is going to be similarly biased towards high framerates across the board. It'll be interesting to see if next-gen DOOM and Wolfenstein return to actually pushing our systems.
it handles a 165hz monitor fine too,I assure you.BF1 I'm getting 140-160 fps with GPU staying at that +95% sweet spot usage with rare drops to low 90s.
I like how nvidia is trying to make Vulkan rtx a pc-exclusive thing.No need to water it down so that crappy consoles can run it.VRS is a much better way to go around performance barrier too,should've been used in exodus though dlss has improved significantly too.
 
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"I seriously doubt people will replay games just for the RTX experience. "

Well, if you bought that overpriced stuff with the "feature of the future" (something AMD was literally bashed about when they did it) you have to if you want to put any of those cents into good use. Otherwise you just have to accept that you were screwed with the one that "just works". That could be a serious pain in the ass for someone who don't like to be thrown over...
 
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Seems Im fine with my selection of GPUs, but must say those results are bit weird. Almost like if AMD rigged them.

Also, why does ID engine so much like Unreal? Based on screens only.
 
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I think Adaptive Shading needs to be ON in the options. Having it OFF is like running AMD with packed math (FP16) off too.
 

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The biggest "WHAT?!" for me is 1080Ti performance. And that one is definitely not constrained with VRAM. Interesting results all around.
What is interesting about it? 1080 Ti is slightly slower than RTX 2070 and 5700 XT is about on parity with RTX 2070. 1080 Ti is exactly where it should be.

I really only see two interesting things: Turing performs better in Vulkan than Pascal and 4 GiB VRAM is becoming legacy.
 
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What is interesting about it? 1080 Ti is slightly slower than RTX 2070 and 5700 XT is about on parity with RTX 2070. 1080 Ti is exactly where it should be.

I really only see two interesting things: Turing performs better in Vulkan than Pascal and 4 GiB VRAM is becoming legacy.
Dude thats 2070 super, which is basically a 2080.
In this game 1080Ti looses to a regular 2070, against which it was generally 10+% faster.
 
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Seems Im fine with my selection of GPUs, but must say those results are bit weird. Almost like if AMD rigged them.

Also, why does ID engine so much like Unreal? Based on screens only.
This game and the previous game is one of the few games that runs on Vulkan and the only games that support all the new features on Turing.
If anything this is game "rigged" in favor of Turing.

I think Adaptive Shading needs to be ON in the options. Having it OFF is like running AMD with packed math (FP16) off too.
The reason why Adaptive Shading is off is because it would make the game run at different quality compare to all other cards.
Turing can run FP16 as well. In fact this is what the Tensors Cores do.
https://www.anandtech.com/show/13973/nvidia-gtx-1660-ti-review-feat-evga-xc-gaming/2
The Curious Case of FP16: Tensor Cores vs. Dedicated Cores

Even though Turing-based video cards have been out for over 5 months now, every now and then I’m still learning something new about the architecture. And today is one of those days.


Something that escaped my attention with the original TU102 GPU and the RTX 2080 Ti was that for Turing, NVIDIA changed how standard FP16 operations were handled. Rather than processing it through their FP32 CUDA cores, as was the case for GP100 Pascal and GV100 Volta, NVIDIA instead started routing FP16 operations through their tensor cores.


The tensor cores are of course FP16 specialists, and while sending standard (non-tensor) FP16 operations through them is major overkill, it’s certainly a valid route to take with the architecture. In the case of the Turing architecture, this route offers a very specific perk: it means that NVIDIA can dual-issue FP16 operations with either FP32 operations or INT32 operations, essentially giving the warp scheduler a third option for keeping the SM partition busy. Note that this doesn’t really do anything extra for FP16 performance – it’s still 2x FP32 performance – but it gives NVIDIA some additional flexibility.


Of course, as we just discussed, the Turing Minor does away with the tensor cores in order to allow for a learner GPU. So what happens to FP16 operations? As it turns out, NVIDIA has introduced dedicated FP16 cores!


These FP16 cores are brand new to Turing Minor, and have not appeared in any past NVIDIA GPU architecture. Their purpose is functionally the same as running FP16 operations through the tensor cores on Turing Major: to allow NVIDIA to dual-issue FP16 operations alongside FP32 or INT32 operations within each SM partition. And because they are just FP16 cores, they are quite small. NVIDIA isn’t giving specifics, but going by throughput alone they should be a fraction of the size of the tensor cores they replace.


To users and developers this shouldn’t make a difference – CUDA and other APIs abstract this and FP16 operations are simply executed wherever the GPU architecture intends for them to go – so this is all very transparent. But it’s a neat insight into how NVIDiA has optimized Turing Minor for die size while retaining the basic execution flow of the architecture.


Now the bigger question in my mind: why is it so important to NVIDIA to be able to dual-issue FP32 and FP16 operations, such that they’re willing to dedicate die space to fixed FP16 cores? Are they expecting these operations to be frequently used together within a thread? Or is it just a matter of execution ports and routing? But that is a question we’ll have to save for another day.
 
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Dude thats 2070 super, which is basically a 2080.
In this game 1080Ti looses to a regular 2070, against which it was generally 10+% faster.
Ah, I see, so Turing has a fairly significant advantage against Pascal in Vulkan.
 

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The reason why Adaptive Shading is off is because it would make the game run at different quality compare to all other cards.
That was exactly my thinking
 
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But then adaptive shading is off because the picture is degraded (although review says it looks perceptually the same).
RTX is off (not here obviously) because the picture is prettier.
Pascal has no FP16, why not turn it off for the other cards too.

I think we should foster innovation, not take the car on the horse track.
 
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Pascal has no FP16, why not turn it off for the other cards too.

I think we should foster innovation, not take the car on the horse track.
Both current generation nVidia and AMD GPUs support FP16, so what is the problem?
Pascal is pretty much an improved Maxwell.
It was a rather brute force approach to performance, nVidia knowing that DX12 or Vulkan is not yet common.
Pascal is the very opposite of fostering innovation.
 
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Ah, I see, so Turing has a fairly significant advantage against Pascal in Vulkan.

One could have that advantage on d3d12 too, especially if using advanced Turing features trough nvapi. With Vulkan those can be used through extensions. I.E. look at RAGE 2; only available renderer for that is Vulkan but RTX 2070S and gtx1080ti are still quite equal on that game.

Both current generation nVidia and AMD GPUs support FP16, so what is the problem?
Pascal is pretty much an improved Maxwell.
It was a rather brute force approach to performance, nVidia knowing that DX12 or Vulkan is not yet common.
Pascal is the very opposite of fostering innovation.

Consumer Pascals did not have full speed fp16 mainly because of product segmentation at the time. AI/ML made use it and they wan't to sell high priced Tesla p100 for you(or later on Pascal inside Tegra X2). But since Tensor cores came there's no need to cripple full speed fp16. They do cripple tensor performance on consumer cards though(FP16 w/FP32 Accumulate is at half rate on geforce).
 
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@W1zzard How would you rate the game? How long does it take to play through? My rule of thumb is that a game needs to be really fun and not cost more than €1/hour at most. Ideally less.

With things like Xbox on PC at a reasonable price, "full price" games need to either be a lot cheaper or offer a longer playing experience IMO.

I'm SOOOO glad I'm playing Metro Exodus on game pass as I wouldn't pay more than €5 for it, the full price is horrendous for what it is IMO. 2033 was massively better.
 
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@W1zzard How would you rate the game? How long does it take to play through? My rule of thumb is that a game needs to be really fun and not cost more than €1/hour at most. Ideally less.

With things like Xbox on PC at a reasonable price, "full price" games need to either be a lot cheaper or offer a longer playing experience IMO.

I'm SOOOO glad I'm playing Metro Exodus on game pass as I wouldn't pay more than €5 for it, the full price is hoorendous for what it is IMO. 2033 was massively better.

What I've been doing for many years now is wait until the game has been out for a couple of years and then pick it up on a really good sale for $10 or $15 (I will probably make an exception on Cyberpunk 2077 and Squadron 42 and pay full price).

This game is releasing at $30 so you can probably get it for $7.50 or maybe even $5 doing it that way. Also you will gain the benefit of playing the game after it's been patched and polished for the best gaming experience. If a game supports mods then there should be plenty to pick from at that time as well.
 
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Likewise unless it's something I really want to play and then I usually wait at least a month for a sale.

Ditto with SC. ;)

The patching is key. I was really, really POed with TW3 on release with the bugs and downgraded graphics. No more pre-ordering for me! (other than SC).
 
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I'm not impressive by screenshots.I was expected like Forza 4 or Crysis 3.
 
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What I've been doing for many years now is wait until the game has been out for a couple of years and then pick it up on a really good sale for $10 or $15 (I will probably make an exception on Cyberpunk 2077 and Squadron 42 and pay full price).

This game is releasing at $30 so you can probably get it for $7.50 or maybe even $5 doing it that way. Also you will gain the benefit of playing the game after it's been patched and polished for the best gaming experience. If a game supports mods then there should be plenty to pick from at that time as well.
I bought Prey that way for $8 this past week. been on the fence about buying Dishonored as thats also on deep sale. Buying things 3 years late gives you a stack of games to play, you are just encountering them on a different schedule from others.
 

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I bought Prey that way for $8 this past week. been on the fence about buying Dishonored as thats also on deep sale. Buying things 3 years late gives you a stack of games to play, you are just encountering them on a different schedule from others.

Dishonored is a really good game and a must-play imo. The Definitive Edition for $4 comes with the game and the 3 DLCs. Probably around 30 hours of gaming but longer if you do everything.

The only downside, aside from waiting and not playing the game when most people are and they're discussing the game and how much fun it is, is avoiding spoilers but most gamers are considerate and don't post spoilers.
 

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@W1zzard How would you rate the game? How long does it take to play through? My rule of thumb is that a game needs to be really fun and not cost more than €1/hour at most. Ideally less
I’m over the ten hour mark and have left most of the main missions alone, as most were above my level of ability. Trust me, that’s actually good advice they give. So I’ve used the supporting missions to improve abilities. Yeah, they introduced sone RPG lite elements which IMO slow down your fun and progression a little. The combat is just as wild and fast-paced as ever though.
I'm SOOOO glad I'm playing Metro Exodus on game pass as I wouldn't pay more than €5 for it, the full price is horrendous for what it is IMO. 2033 was massively better.
I find this amazing. I bought Metro: Exodus on release and felt at $49.99 I got a tremendous deal! It is by far one of the greats (my Top 5) and have played it 3 times already; the fun and enjoyment hasn’t diminished.

The attention to detail that makes it feel so alive is is almost OCD on the part of the devs. The first two were like museums, even when walking among the living. Honestly I would have paid $80 for it on release if I knew how good it was.
 
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This game and the previous game is one of the few games that runs on Vulkan and the only games that support all the new features on Turing.
If anything this is game "rigged" in favor of Turing.


The reason why Adaptive Shading is off is because it would make the game run at different quality compare to all other cards.
Turing can run FP16 as well. In fact this is what the Tensors Cores do.
https://www.anandtech.com/show/13973/nvidia-gtx-1660-ti-review-feat-evga-xc-gaming/2
The Curious Case of FP16: Tensor Cores vs. Dedicated Cores

Even though Turing-based video cards have been out for over 5 months now, every now and then I’m still learning something new about the architecture. And today is one of those days.


Something that escaped my attention with the original TU102 GPU and the RTX 2080 Ti was that for Turing, NVIDIA changed how standard FP16 operations were handled. Rather than processing it through their FP32 CUDA cores, as was the case for GP100 Pascal and GV100 Volta, NVIDIA instead started routing FP16 operations through their tensor cores.


The tensor cores are of course FP16 specialists, and while sending standard (non-tensor) FP16 operations through them is major overkill, it’s certainly a valid route to take with the architecture. In the case of the Turing architecture, this route offers a very specific perk: it means that NVIDIA can dual-issue FP16 operations with either FP32 operations or INT32 operations, essentially giving the warp scheduler a third option for keeping the SM partition busy. Note that this doesn’t really do anything extra for FP16 performance – it’s still 2x FP32 performance – but it gives NVIDIA some additional flexibility.


Of course, as we just discussed, the Turing Minor does away with the tensor cores in order to allow for a learner GPU. So what happens to FP16 operations? As it turns out, NVIDIA has introduced dedicated FP16 cores!


These FP16 cores are brand new to Turing Minor, and have not appeared in any past NVIDIA GPU architecture. Their purpose is functionally the same as running FP16 operations through the tensor cores on Turing Major: to allow NVIDIA to dual-issue FP16 operations alongside FP32 or INT32 operations within each SM partition. And because they are just FP16 cores, they are quite small. NVIDIA isn’t giving specifics, but going by throughput alone they should be a fraction of the size of the tensor cores they replace.


To users and developers this shouldn’t make a difference – CUDA and other APIs abstract this and FP16 operations are simply executed wherever the GPU architecture intends for them to go – so this is all very transparent. But it’s a neat insight into how NVIDiA has optimized Turing Minor for die size while retaining the basic execution flow of the architecture.


Now the bigger question in my mind: why is it so important to NVIDIA to be able to dual-issue FP32 and FP16 operations, such that they’re willing to dedicate die space to fixed FP16 cores? Are they expecting these operations to be frequently used together within a thread? Or is it just a matter of execution ports and routing? But that is a question we’ll have to save for another day.
Turing has rapid pack math feature with normal CUDA FP/INT cores not just from Tensor cores.
Read https://en.wikipedia.org/wiki/GeForce_20_series
Tensor's TFLOPS are seperated from normal CUDA core's TFLOPS.
 
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Turing has rapid pack math feature with normal CUDA FP/INT cores not just from Tensor cores.
Read https://en.wikipedia.org/wiki/GeForce_20_series
Tensor's TFLOPS are seperated from normal CUDA core's TFLOPS.
"Rapid Packed Math" is just another AMD marketing name for their FP16 capabilities.
The point stands that both current AMD and nVidia GPUs can run FP16 at double rate compare to FP32, there is no trickery in the benchmark.
 
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