Grand Theft Auto

The highly anticipated iteration of the Grand Theft Auto franchise hit the shelves on April 14th 2015, with both AMD and NVIDIA in tow to help optimize the title. GTA doesn’t provide graphical presets, but opens up the options to users and extends the boundaries by pushing even the hardest systems to the limit using Rockstar’s Advanced Game Engine under DirectX 11. Whether the user is flying high in the mountains with long draw distances or dealing with assorted trash in the city, when cranked up to maximum it creates stunning visuals but hard work for both the CPU and the GPU.

For our test we have scripted a version of the in-game benchmark. The in-game benchmark consists of five scenarios: four short panning shots with varying lighting and weather effects, and a fifth action sequence that lasts around 90 seconds. We use only the final part of the benchmark, which combines a flight scene in a jet followed by an inner city drive-by through several intersections followed by ramming a tanker that explodes, causing other cars to explode as well. This is a mix of distance rendering followed by a detailed near-rendering action sequence, and the title thankfully spits out frame time data.

 

There are no presets for the graphics options on GTA, allowing the user to adjust options such as population density and distance scaling on sliders, but others such as texture/shadow/shader/water quality from Low to Very High. Other options include MSAA, soft shadows, post effects, shadow resolution and extended draw distance options. There is a handy option at the top which shows how much video memory the options are expected to consume, with obvious repercussions if a user requests more video memory than is present on the card (although there’s no obvious indication if you have a low-end GPU with lots of GPU memory, like an R7 240 4GB).

To that end, we run the benchmark at 1920x1080 using an average of Very High on the settings, and also at 4K using High on most of them. We take the average results of four runs, reporting frame rate averages, 99th percentiles, and our time under analysis.

All of our benchmark results can also be found in our benchmark engine, Bench.

MSI GTX 1080 Gaming 8G Performance


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4K

ASUS GTX 1060 Strix 6G Performance


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Sapphire Nitro R9 Fury 4G Performance


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Sapphire Nitro RX 480 8G Performance


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CPU Gaming Performance: Rocket League (1080p, 4K) Analyzing Creator Mode and Game Mode
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  • peevee - Friday, August 18, 2017 - link

    Of course. Work CPUs must be tested at work. Kiddies are fine with i3s.
  • Ian Cutress - Sunday, August 20, 2017 - link

    https://myhacker.net hacking news hacking tutorials hacking ebooks
  • IGTrading - Thursday, August 17, 2017 - link

    It would be nice and very useful to post some power consumption results at the platform level, if we're doing "extra" additional testing.

    It is very important since we're paying for the motherboard just as much as we pay for a Ryzen 5 or even Ryzen 7 processor.

    And it will correctly compare the TCO of the X399 platform with the TCO of X299.
  • jordanclock - Thursday, August 17, 2017 - link

    So it looks like AMD should have gone with just disabling SMT for Game Mode. There are way more benefits and it is easier to understand the implications. I haven't seen similar comparisons for Intel in a while, perhaps that can be exploration for Skylake-X as well?
  • HStewart - Thursday, August 17, 2017 - link

    I would think disable SMT would be better, but the reason maybe in designed of link between the two 8 Core dies on chip.
  • GruenSein - Thursday, August 17, 2017 - link

    I'd really love to see a frame time probability distribution (Frame time on x-axis, rate of occurrence on y-axis). Especially in cases with very unlikely frames below a 60Hz rate, the difference between TR and TR-GM/1800X seem most apparent. Without the distribution, we will never know if we are seeing the same distribution but slightly shifted towards lower frame rates as the slopes of the distribution might be steep. However, those frames with frame times above a 60Hz rate might be real stutters down to a 30Hz rate but they might just as well be frames at a 59,7Hz rate. I realize why this threshold was selected but every threshold is quite arbitrary.
  • MrSpadge - Thursday, August 17, 2017 - link

    Does AMD comment on the update? What's their reason for choosing 8C/16T over 16C/16T?

    > One could postulate that Windows could do something similar with the equivalent of hyperthreads.

    They're actually already doing that. Loading 50% of all threads on an SMT machine will result in ~50% average load on every logical core, i.e. all physical cores are only working on 1 thread at a time.

    I know mathematically other schedulings are possible, leading to the same result - but by now I think it's common knowledge that the default Win scheduler works like that. Hence most lightly threaded software is indifferent to SMT. Except games.
  • NetMage - Sunday, August 20, 2017 - link

    Then why did SMT mode show differences from Creator mode in the original review?
  • Dribble - Thursday, August 17, 2017 - link

    No one is ever going to run game mode - why buy a really expensive chip and then disable half of it, especially as you have to reboot to do it? It's only use is to make threadripper look slightly better in reviews. Imo it would be more honest as a reviewer to just run it in creator mode all the time.
  • jordanclock - Thursday, August 17, 2017 - link

    The point is compatibility, as mentioned in the article multiple times. AMD is offering this as an option for applications (mainly games) that do not run correctly, if at all, on >16 core CPUs.

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