Rocket League

Hilariously simple pick-up-and-play games are great fun. I'm a massive fan of the Katamari franchise for that reason — passing start on a controller and rolling around, picking up things to get bigger, is extremely simple. Until we get a PC version of Katamari that I can benchmark, we'll focus on Rocket League.

Rocket League combines the elements of pick-up-and-play, allowing users to jump into a game with other people (or bots) to play football with cars with zero rules. The title is built on Unreal Engine 3, which is somewhat old at this point, but it allows users to run the game on super-low-end systems while still taxing the big ones. Since the release in 2015, it has sold over 5 million copies and seems to be a fixture at LANs and game shows. Users who train get very serious, playing in teams and leagues with very few settings to configure, and everyone is on the same level. Rocket League is quickly becoming one of the favored titles for e-sports tournaments, especially when e-sports contests can be viewed directly from the game interface.

Based on these factors, plus the fact that it is an extremely fun title to load and play, we set out to find the best way to benchmark it. Unfortunately for the most part automatic benchmark modes for games are few and far between. Partly because of this, but also on the basis that it is built on the Unreal 3 engine, Rocket League does not have a benchmark mode. In this case, we have to develop a consistent run and record the frame rate.

Read our initial analysis on our Rocket League benchmark on low-end graphics here.

With Rocket League, there is no benchmark mode, so we have to perform a series of automated actions, similar to a racing game having a fixed number of laps. We take the following approach: Using Fraps to record the time taken to show each frame (and the overall frame rates), we use an automation tool to set up a consistent no-bot match on easy, with the system applying a series of inputs throughout the run, such as switching camera angles and driving around.

It turns out that this method is nicely indicative of a real match, driving up walls, boosting and even putting in the odd assist, save and/or goal, as weird as that sounds for an automated set of commands. To maintain consistency, the commands we apply are not random but time-fixed, and we also keep the map the same (Aquadome, known to be a tough map for GPUs due to water/transparency) and the car customization constant. We start recording just after a match starts, and record for 4 minutes of game time (think 5 laps of a DIRT: Rally benchmark), with average frame rates, 99th percentile and frame times all provided.

The graphics settings for Rocket League come in four broad, generic settings: Low, Medium, High and High FXAA. There are advanced settings in place for shadows and details; however, for these tests, we keep to the generic settings. For both 1920x1080 and 4K resolutions, we test at the High preset with an unlimited frame cap.

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

MSI GTX 1080 Gaming 8G Performance


1080p

4K

Gaming Performance: Rise of the Tomb Raider Gaming Performance: Grand Theft Auto V
Comments Locked

545 Comments

View All Comments

  • jor5 - Thursday, April 26, 2018 - link

    Pull this shambles and repost when you've corrected it fully.
  • mapesdhs - Monday, May 14, 2018 - link

    Not an argument. It is just as interesting to learn about how and why this issue occured, to understand the nature of benchmarking. Life isn't just about being spoonfed end nuggets of things, the process itself is relevant. Or would you rather we don't learn from history?
  • peevee - Thursday, April 26, 2018 - link

    When 65W i7 8700 is 15% faster in Octane 2.0 than 105W Rizen 7 2700x, it is just sad.

    Of course, the horrible x64 practically demands than compilers must optimize for a very specific CPU implementation (choosing and sorting instructions in the code accordingly), AMD could have at least realized the fact and optimize their own implementation for the same Intel-optimized code generators...
  • GreenReaper - Thursday, April 26, 2018 - link

    Intel compilers and libraries tend not to use the ideal instructions unless they detect a GenuineIntel signature via CPUID - it'll likely use the default lowest-common-denominator pathway instead.

    TDP is more of a guideline - it doesn't determine actual power usage (we've seen Coffee Lake use way more than the TDP), let alone the power used in a particular operation. Having said that, I wouldn't be surprised if Intel were more efficient in this particular test. But it'd be interesting to know how much impact Meltdown patches have in that area; they might well increase the amount of time the CPU spends idle (but not idle enough to go into a sleep mode) as it waited to fetch instructions.
  • SaturnusDK - Thursday, April 26, 2018 - link

    Compare power consumption to blender score. Ryzen is about 9% more power efficient.

    TDP is literally Thermal Design Power. It has nothing to do with power consumption.
  • peevee - Thursday, April 26, 2018 - link

    "TDP is literally Thermal Design Power. It has nothing to do with power consumption."

    Unless you have invented a way to overcome energy conservation law, power consumed = power dissipated.
  • SaturnusDK - Friday, April 27, 2018 - link

    It's a guideline for cooling solutions. Look at the power consumption numbers in this test for example.

    Ryzen 2700X power consumption under full load 110W.
    Intel i7 8700K power consumption under full load 120W.

    Both are at stock speeds with the Ryzen having 8 cores versus 6 cores, and scoring 2700X 24% higher Cinebench scores. Ryzen is rated at 105W TDP so actual power consumption at stock speed is pretty close. The 8700K uses 120W so it's pretty far from the 95W TDP it is rated at.
  • ijdat - Saturday, April 28, 2018 - link

    The 8700 also uses 120W so it's even further from the 65W TDP it's rated at. In comparison Ryzen 2700 uses 45W when it has the same rated 65W TDP. I know which one I'd prefer to put into a quiet low-power system...
  • mapesdhs - Monday, May 14, 2018 - link

    Perhaps this is AMD's biggest win this time round, potent HTPC setups.
  • peevee - Thursday, April 26, 2018 - link

    "Intel compilers "

    What Intel compilers have to do with it?

Log in

Don't have an account? Sign up now