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


1080p

4K

ASUS GTX 1060 Strix 6G Performance


1080p

4K

Sapphire Nitro R9 Fury 4G Performance


1080p

4K

Sapphire Nitro RX 480 8G Performance


1080p

4K

CPU Gaming Performance: Rocket League (1080p, 4K) Analyzing Creator Mode and Game Mode
Comments Locked

104 Comments

View All Comments

  • peevee - Friday, August 18, 2017 - link

    Compilation scales even on multi-CPU machines. With much higher communication latencies.
    In general, compilers running in parallel on MSVC (with MSBuild) run in different processes, they don't write into each other's address spaces and so do not need to communicate at all.

    Quit making excuses. You are doing something wrong. I am doing development for multi-CPU machines and ON multi-CPU machines for a very long time. YOU are doing something wrong.
  • peevee - Friday, August 18, 2017 - link

    BTW, when you enable NUMA on TR, does Windows 10 recognize it as one CPU group or 2?
  • gzunk - Saturday, August 19, 2017 - link

    It recognizes it as two NUMA nodes.
  • Alexey291 - Saturday, September 2, 2017 - link

    They aren't going to do anything.

    All their 'scientific benchmarking' is running the same macro again and again on different hardware setups.

    What you are suggesting requires actual work and thought.
  • Arbie - Thursday, August 17, 2017 - link

    As noted by edzieba, the correct phrase (and I'm sure it has a very British heritage) is "The proof of the pudding is in the eating".

    Another phrase needing repair: "multithreaded tests were almost halved to the 1950X". Was this meant to be something like "multithreaded tests were almost half of those in Creator mode" (?).

    Technically, of course, your articles are really well-done; thanks for all of them.
  • fanofanand - Thursday, August 17, 2017 - link

    Thank you for listening to the readers and re-testing this, Ian!
  • ddriver - Thursday, August 17, 2017 - link

    To sum it up - "game mode" is moronic. It is moronic for amd to push it, and to push TR as a gaming platform, which is clearly neither its peak, nor even its strong point. It is even more moronic for people to spend more than double the money just to have half of the CPU disabled, and still get worse performance than a ryzen chip.

    TR is great for prosumers, and represents a tremendous value and performance at a whole new level of affordability. It will do for games if you are a prosumer who occasionally games, but if you are a gamer it makes zero sense. Having AMD push it as a gaming platform only gives "people" the excuse to whine how bad it is at it.

    Also, I cannot shake the feeling there should be a better way to limit scheduling to half the chip for games without having to disable the rest, so it is still usable to the rest of the system.
  • Gothmoth - Thursday, August 17, 2017 - link

    first coders should do their job.. that is the main problem today. lazy and uncompetent coders.
  • eriohl - Thursday, August 17, 2017 - link

    Of course you could limit thread scheduling on software level. But it seems to me that there is a perfectly reasonable explanation why Microsoft and the game developers haven't been spending much time optimizing for running games on systems with NUMA.
  • HomeworldFound - Thursday, August 17, 2017 - link

    You can't call a coder that doesn't anticipate a 16 core 32 thread CPU lazy. The word is incompetent btw. I'd like to see you make a game worth millions of dollars and account for this processor, heck any processor with more than six cores.

Log in

Don't have an account? Sign up now