Final Fantasy XV (DX11)

Upon arriving to PC earlier this, Final Fantasy XV: Windows Edition was given a graphical overhaul as it was ported over from console, fruits of their successful partnership with NVIDIA, with hardly any hint of the troubles during Final Fantasy XV's original production and development.

In preparation for the launch, Square Enix opted to release a standalone benchmark that they have since updated. Using the Final Fantasy XV standalone benchmark gives us a lengthy standardized sequence to utilize OCAT. Upon release, the standalone benchmark received criticism for performance issues and general bugginess, as well as confusing graphical presets and performance measurement by 'score'. In its original iteration, the graphical settings could not be adjusted, leaving the user to the presets that were tied to resolution and hidden settings such as GameWorks features.

Since then, Square Enix has patched the benchmark with custom graphics settings and bugfixes to be more accurate in profiling in-game performance and graphical options, though leaving the 'score' measurement. For our testing, we enable or adjust settings to the highest except for NVIDIA-specific features and 'Model LOD', the latter of which is left at standard. Final Fantasy XV also supports HDR, and it will support DLSS at some later date.

Final Fantasy XV - 2560x1440 - Ultra Quality

Final Fantasy XV - 1920x1080 - Ultra Quality

Final Fantasy XV - 99th Percentile - 2560x1440 - Ultra Quality

Final Fantasy XV - 99th Percentile - 1920x1080 - Ultra Quality

Final Fantasy V is another strong title for NVIDIA across the board, and the GTX 1660 Ti comes very close to the RX Vega 64, let alone surpassing the RX 590 and RX Vega 56.

The GTX 960 is clearly out of its element, and given the 99th percentiles it's fair to say that the 2GB framebuffer shoulders a good amount of the blame. By comparison, this makes the GTX 1660 Ti look exceedingly good at offering basically triple the performance (and amusingly, triple the VRAM).

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  • Yojimbo - Saturday, February 23, 2019 - link

    My guess is that in the next (7 nm) generation, NVIDIA will create the RTX 3050 to have a very similar number of "RTX-ops" (and, more importantly, actual RTX performance) as the RTX 2060, thereby setting the capabilities of the RTX 2060 as the minimum targetable hardware for developers to apply RTX enhancements for years to come.
  • Yojimbo - Saturday, February 23, 2019 - link

    I wish there were an edit button. I just want to say that this makes sense, even if it eats into their margins somewhat in the short term. Right now people are upset over the price of the new cards. But that will pass assuming RTX actually proves to be successful in the future. However, if RTX does become successful but the people who paid money to be early adopters for lower-end RTX hardware end up getting squeezed out of the ray-tracing picture that is something that people will be upset about which NVIDIA wouldn't overcome so easily. To protect their brand image, NVIDIA need a plan to try to make present RTX purchases useful in the future being that they aren't all that useful in the present. They can't betray the faith of their customers. So with that in mind, disabling perfectly capable RTX hardware on lower end hardware makes sense.
  • u.of.ipod - Friday, February 22, 2019 - link

    As a SFFPC (mITX) user, I'm enjoying the thicker, but shorter, card as it makes for easier packaging.
    Additionally, I'm enjoying the performance of a 1070 at reduced power consumption (20-30w) and therefore noise and heat!
  • eastcoast_pete - Friday, February 22, 2019 - link

    Thanks! Also a bit disappointed by NVIDIA's continued refusal to "allow" a full 8 GB VRAM in these middle-class cards. As to the card makers omitting the VR required USB3 C port, I hope that some others will offer it. Yes, it will add $20-30 to the price, but I don't believe I am the only one who's like the option to try some VR gaming out on a more affordable card before deciding to start saving money for a full premium card. However, how is VR on Nvidia with 6 GB VRAM? Is it doable/bearable/okay/great?
  • eastcoast_pete - Friday, February 22, 2019 - link

    "who'd like the option". Google keyboard, your autocorrect needs work and maybe some grammar lessons.
  • Yojimbo - Friday, February 22, 2019 - link

    Wow, is a USB3C port really that expensive?
  • GreenReaper - Friday, February 22, 2019 - link

    It might start to get closer once you throw in the circuitry needed for delivering 27W of power at different levels, and any bridge chips required.
  • OolonCaluphid - Friday, February 22, 2019 - link

    >However, how is VR on Nvidia with 6 GB VRAM? Is it doable/bearable/okay/great?

    It's 'fine' - the GTX 1050ti is VR capable with only 4gb VRAM, although it's not really advisable (see Craft computings 1050ti VR assessment on youtube - it's perfectly useable and a fun experience). The RTX 2060 is a very capable VR GPu, with 6gb VRAm. It's not really VRAM that is critical in VR GPU performance anyway - more the raw compute performance in rendering the same scene from 2 viewpoints simultaneously. So, I'd assess that the 1660ti is a perfectly viable entry level VR GPU. Just don't expect miracles.
  • eastcoast_pete - Saturday, February 23, 2019 - link

    Thanks for the info! About the miracles: Learned a long time ago not to expect those from either Nvidia or AMD - fewer disappointments this way.
  • cfenton - Friday, February 22, 2019 - link

    You don't need a USB C port for VR, at least not with the two major headsets on the market today.

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