- Joined
- Feb 3, 2017
- Messages
- 3,481 (1.32/day)
Processor | R5 5600X |
---|---|
Motherboard | ASUS ROG STRIX B550-I GAMING |
Cooling | Alpenföhn Black Ridge |
Memory | 2*16GB DDR4-2666 VLP @3800 |
Video Card(s) | EVGA Geforce RTX 3080 XC3 |
Storage | 1TB Samsung 970 Pro, 2TB Intel 660p |
Display(s) | ASUS PG279Q, Eizo EV2736W |
Case | Dan Cases A4-SFX |
Power Supply | Corsair SF600 |
Mouse | Corsair Ironclaw Wireless RGB |
Keyboard | Corsair K60 |
VR HMD | HTC Vive |
Gamersnexus' conclusions seem pretty baseless. All the talk about Async and DX12 will get them clicks but actual results do not show anything of the sort.Interesting conclusions from GN:
Their claims are mostly based on two games - Doom and Sniper Elite 4:
- Doom and its engine (especially with Vulkan) is technically awesome and scales extremely well (provided that 200fps cap is not reached which does get problematic even at high resolutions with ultra-highend).
- Sniper Elite 4 is so far the only DX12 game that gets clear benefit from the lower level API across the board and it does not hurt that it also scales extremely well.
Now look at other tests they did:
- AOTS (DX12 and Async technical showcase) scales badly, even once they use something else beyond their usual High settings that are CPU limited. This, by the way, speaks directly against their DX12/Async claims.
- Hellblade scales well despite being Unreal Engine game using DX11.
- Wildlands, For Honor, Destiny are likely limited by something else (Destiny highest settings graphs show that well enough).
From my own experience, even 1080Ti gets CPU limited often enough at 1440p with highest settings. Titan V is around 40% faster which roughly matches the additional horsepower UHD needs compared to 1440p. CPU limitations are real and often enough engine or game themselves prove to be limiting.
In some cases, Titan V actually is too fast for now.