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 4v4 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 bot 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.

ASRock RX 580 Performance

Rocket League (1080p, Ultra)
Rocket League (1080p, Ultra)

GPU Tests: Rise of the Tomb Raider GPU Tests: Grand Theft Auto V
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  • peevee - Monday, June 11, 2018 - link

    8086 being slower than 8700 just indicates an error in your methodology.
    For example, one has updated microcode for exploits and another does not.
  • TheinsanegamerN - Monday, June 18, 2018 - link

    OOORrrrr....its a different motherboard, not the usual test bed. The motherboard used for this is an asrock board, which explains the difference in performance.
  • Memo.Ray - Monday, June 11, 2018 - link

    As I mentioned in my comment in the other article a couple of days ago:

    Intel managed to give away 8086 "binned" 8700K (AKA 8086K) and still make some money on top of it. win-win situation :D

    https://www.anandtech.com/comments/12940/intels-co...
  • Xenphor - Monday, June 11, 2018 - link

    How did they get such a lower score on the Dolphin benchmark with a 5ghz overclock on the 8086k? Isn't the benchmark single core only and considering the 8086 already turbos to 5ghz on a single core, why would there be that much of a difference? I tried it on my 8700k at 5ghz and only get a score of about 265-270 with 2666mhz ram.
  • Ian Cutress - Monday, June 11, 2018 - link

    The 5.0 GHz turbo, at stock, doesn't kick in that often. Depends on how the software sets its own affinity, and most do not. This is the danger with only single core turbo - with all the modern software in the background, even with Windows and scheduling, you rarely hit single core Turbo.
  • Xenphor - Monday, June 11, 2018 - link

    I suppose but even on the Dolphin forums spreadsheet the highest score is a 249 which is a 7700k at 5.2ghz.
  • Ian Cutress - Tuesday, June 12, 2018 - link

    I'll retest when I'm back home at the end of the week and recovered from jet lag
  • Xenphor - Tuesday, June 12, 2018 - link

    Well don't feel like you have to. Just thought it was weird.
  • Vatharian - Monday, June 11, 2018 - link

    7 years ago, first batches of Core i7-2600K (like mine) were able to reach stable 5.0-5.2 GHz on water, on all 4 cores. Given 7 years difference and 32 vs 14 nm, I am maybe not disappointed (there are +2 cores, half a CPU more), but rather not amused. IPC is higher, that's one, DDR4 can reach 3 times higher frequencies than DDR3, that's two, so there are improvements, but given the bovine excrement that goes on chipset side and PCI-Express connectivity it's clear to see the stagnation.
  • SanX - Monday, June 11, 2018 - link

    Total flop. The processor in your phone is probably more hi-tech, has more transistors, more cores, and was made on more advances factories with 10nm litho being all sold below $25.

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