Initial Rage Performance Investigation

All of the technical information is fine, but we still come back to the question of performance. Earlier we showed the Low/High/Custom screenshots, and while the Low mode is definitely blurrier, it should at least come with higher performance, right? Well, perhaps on some hardware configurations that would be true, but on my particular system the benchmark results are really easy: put 60 FPS across the chart and you’re done. Yes, even at 2560x1600 with 8xAA, Rage hits the 60FPS barrier and refuses to go any faster. Not so useful, but I’m running a GTX 580 and that’s currently the fastest single-GPU solution on the market, right? I decided to test a much lower end setup, so I grabbed the ASUS G74SX I recently reviewed to give that a look and ran it through a similar set of tests, and I used a second system similar to my gaming rig but with an HD 6950 2GB.

Performance on the G74SX does fluctuate a bit (particularly if I enable VSYNC), but there’s still some obvious image quality scaling going on. (You see textures popping in at times, but mostly it only happens when you first enter a level.) At the Low settings and 1080p, performance checks in at 58FPS (just shy of the 60FPS that VSYNC would want), and bumping up the in-game settings to Large/High didn’t change that much—it dropped to 57FPS, which is margin of error for FRAPS. Using the custom configuration likewise didn’t affect performance. In short, the hardware in the G74SX is running at very close to the target 60FPS regardless of what settings I select—even enabling 8xAA doesn’t change the performance much, although at 4xAA the notebook does lock in at a solid 60FPS. The only way to get performance to tank is to enable 16xAA, which drops frame rates to 24FPS. All of this is at 1080p, however, as I don’t have a way to test higher resolutions with a notebook.

So two down and no interesting information unearthed in regards to performance. What about AMD? I’ve got an HD 6950 2GB with an overclocked i7-920 (3.3GHz) and 12GB RAM, very similar to my main gaming system. I connected that to a 30” display and tested at 1080p and 2560x1600. AMD’s hardware is apparently limited to 8xAA, and performance is lower than on the GTX 580 at these punishing settings. Low/High settings however still fail to make a difference, with average frame rate with 8xAA being around 42 FPS; dropping to 4xAA brings the HD 6950 back to the 60FPS cap, and likewise 1080p at 8xAA hits 60FPS.

The initial release of Rage had a configuration option “com_syncToTime” that you could set to -1 to remove the frame rate cap, but doing so would apparently speed up everything (e.g. so at 120FPS everything would move twice as fast). I never tested this before the Steam update came out, and post-patch I can’t get com_syncToTime to work. So far, I’ve tried “cvaradd com_synctotime -1;” in my rageConfig.cfg file, which did nothing. I’ve also tried using the same command from the in-game console, and I’ve tried it as a command-line argument. If anyone has input, though, send it along and I’ll be happy to try again. Until we can get rid of the 60FPS cap and dynamic image quality, however, benchmarking Rage is essentially meaningless.

Update #2: One reader suggested that our custom settings were mostly useless (ignored by the game), which is very likely, so we removed the link. He also suggested we force 16k textures as that would improve both quality and potentially make the game into a more useful benchmark. Unfortunately, neither actually worked out. 16k texturing did not noticeably improve image quality or reduce performance in most areas; the only way it improves quality is if you're in a scene where the total number of textures in use exceeds the 8k limit, which only happens in large outdoor vistas. As a downside, setting the game to 16k texture cache did make it more unstable, particularly at certain resolution/AA combinations. 2560x1600 8xAA with 16k textures on a GTX 580 crashes, for example, and 2560x1600 4xAA with 16k textures can take 5-20 seconds to load level transitions (when the game doesn't crash). 2GB cards might (emphasis: might) fare better, but that doesn't change the fact that most areas show no difference between the 8k and 16k texture cache.

A second suggestion was that we force 16xAA to improve quality and put more of a load on the GPU, thus making the game run below 60FPS and allowing us to do more of a benchmark comparison. This misses the point that a game benchmark needs to be at meaningful settings; otherwise we can just go back to using 3DMarks. The other problem is that once we move beyond 8xAA, antialiasing starts to degrade image quality by making everything blurry. AMD cards limit you to 8xAA, but you can force NVIDIA up to 32xAA through the config file. Here's another gallery of comparison shots, showing both forced texture size and antialiasing comparisons, all on the GTX 580. (The image corruption at 16xAA appears to be a problem with FRAPS, as in-game we didn't notice the rendering errors.)

AMD vs. NVIDIA Image Quality Comparison

There’s one final item we can quickly discuss, and that’s image quality comparisons between different hardware. I grabbed screenshots from five locations on the same three test systems, with all of them locking in at 60FPS at 1080p 4xAA. I skipped the custom configuration file and just went with the in-game settings, testing each system at Small/Low and Large/High for Texture Cache and Anisotropic Filtering. Here’s a second gallery, this time with 1080p files. As before, I’ve saved all of the images as high quality JPEGs, as uploading (and downloading) 3MB images takes quite a while, but if there’s a desire for the original PNGs I’ll see about uploading them as well.

Looking at the still images, there’s very little if any difference between most of the screenshots. In motion, however, right now I notice some quality differences on the AMD hardware, with a few areas that have flickering textures and some other minor distortions. There’s nothing bad enough to make the game unplayable, but browsing the forums it does sound as though more users are having issues with Rage on AMD hardware right now. Long-term, I expect all of this will get worked out, but at least for the next month or two you may encounter some driver bugs or other issues with Rage. Caveat emptor.

Wrap Up

I’m not going to pretend to be a professional game reviewer, just like I’m not a movie critic. I’ve enjoyed both movies and games that have been panned by the critics; other games and movies that rated highly have been seriously dull for me. What I can say is that I enjoyed Rage enough to finish the single-player campaign, and while the story isn’t great, the graphics are still quite impressive. When I look at the steady 60FPS, I can certainly understand id’s rationale: take the hardware configuration confusion out of the equation and just let people play your game at a silky smooth frame rate. The megatexturing is also quite nice, as the lack of repeated textures is definitely noticeable. What really impresses me, however, is id's ability to have a game look this good and still pull 60FPS at maximum quality settings. As good as that might be for gamers, however, in the current state it makes Rage essentially useless as a benchmark.

We tried to do a few comparisons between NVIDIA and AMD graphics solutions, but the game engine (and drivers) feel a bit too raw for that right now. In another month or two, AMD, NVIDIA, and id Software will likely have all the bugs worked out and everyone can get around to playing the game as intended. Perhaps we’ll also get a useable benchmark mode where we can at least see how the graphics solutions compare. Until then, Rage remains an impressive technology demonstration and a game that some people will certainly enjoy; it’s just not a good benchmark for us right now.

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  • Stuka87 - Saturday, October 15, 2011 - link

    Ok, I realize this is just a pet peeve, but on page two there is this line.

    John Carmack has stated that all of the uncompressed textures in Rage occupy around 1TB of space, so obviously that’s not something they could ship/stream to customers, as even with a 6:1 compression ration they’d still be looking at 170GB of textures.

    Ration should be Ratio. Unless of course it is in fact compressed food :)

    But great article otherwise. And maybe I missed it, but did you go into texture pop-in at all? It seems storage speed is a major issue in this game.
  • JarredWalton - Saturday, October 15, 2011 - link

    Thanks... sorry for the typo. I know the word is "ratio", but when I'm typing fast for some reason I often end up with "ration". I think it's just muscle memory from all the other words ending in "tion".
  • Stuka87 - Saturday, October 15, 2011 - link

    Oh I know, its very easy to do :)
  • nyran125 - Saturday, October 15, 2011 - link

    when you actually play the game, peopl eare getting mroe than just little texture pop ups, they arew getting massive driver conflicts from AMD. Like big ugly strange low res texture blocks show up all over the road in front of you, or on the hills or on objects, especially on mid range systems like AMD 6870's, its more noticable.

    Purely an AMD driver is problem. It would be nice if GPU companies were encouraged before major games like RAGE are released to stores, to just maybe have someone pop into id software jsut to make sure if any dirver updates need to be done. Or maybe more team work between game developer and hardware manufactorers.
  • JarredWalton - Saturday, October 15, 2011 - link

    I need to test on lower end AMD hardware, but unfortunately the only hardware I have other than 5870/6950 is mobile hardware, and both laptops with 6630M GPUs will not take the reference AMD drivers. Long-term, I'm sure it will all get worked out, but of course that doesn't help if you have a Sony laptop that won't accept non-Sony driver updates. :-\
  • RenderB - Saturday, October 15, 2011 - link

    Are you running the 11.10 preview 2 drivers? Those made things far worse on my HD6870.
    Actually those drivers stop working, and then do a recover whenever I logged into windows. Was even giving me trouble with the intro vid.
    Reverting back to 11.9, and using radeonpro to run this game without ati AI more or less fixed my issues with the game.
  • Frenetic Pony - Saturday, October 15, 2011 - link

    Graphics programming enthusiast, checking in!

    This is due to the engine itself, or rather just the size of the game you have to download and limits of the 360 being on a dvd.

    The textures the engine uses can all be utterly unique (and essentially are in RAGE thanks to precalculated lighting for every last environment pixel). They can also be unlimited in texture size, but because of the way technical mumbo jumbo this takes up a ton of disc space. So they limited it because they wanted to put it out on the 360.

    But the good news is that a patch is on the way that should clear up the textures some on the pc. That and Carmack has expressed a desire to see what the game looked like when turned up to 11, and release that to the pc public. So presumably there will be some taste of an ultra sharp co-op level or something coming and we can see what Id-tech 5 will be able to do without dinky little disc space requirements holding it back.
  • ENUF - Sunday, October 16, 2011 - link

    I have beat RAGE on the normal setting; however am having a b!tch of a time on nightmare. I was able to beat Borderlands + all the DLC on the hardest setting. I love both games; I like Borderlands more; however RAGE is tougher to me. Excellent graphics on both games too. I can't wait for more patches to come down the pipe and more DLC for RAGE. Another excellent game by ID.
  • Akv - Sunday, October 16, 2011 - link

    It is always sad for me to see that kind of video games, which I consider esthetically appalling, intellectually illiterate and psychologically gloomy.

    You might argue it is what teenagers are nowadays, and there is a huge demand for ugly, stupid and gloomy games. However, I don't get used to seeing adults praise that sort of things.
  • Revdarian - Sunday, October 16, 2011 - link

    About the technology. I do not think that MegaTexture is quite nice, as i feel that it's pro (non repeating textures) is overshadowed deeply by it's cons (severely HDD inefficient for memory storage, and the problems it generates when generating//editting levels), so yeah, i am personally not impressed on that very specific regard.
    Also you guys didn't seem to notice the total lack of dynamic lights, and how they had to butcher the texture in any dark area...

    I understand your opinion and respect it, but i can't share it. Cheers!

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