![]() The XTX version of this is same price as reference and a tad better (both come with the 3 8pin so you can OC it IIRC), so you can give them a good run for the money if you want. This card is a tad underrated as "cheap non-reference" cards go. I mean, people that buys a Ferrari Enzo won't use it* to haul big cargo or for off-road, but the cards above $300 start nudging the "if you need to compromise, just get a console" lever to me.Īs for the rest of the review, thanks for it. These cards are mega expensive and saying "just compromise" feels wrong to say. We'd also say that good upscaling (DLSS, XeSS, or one of the better FSR2 implementations) often ends up being more useful than token ray tracing support.Īlvar Miles Udell said:With that attitude you don't need to buy a higher end GPU, just buy a console for much less than $600!This is actually a fair take. Not coincidentally, six of those games are in our test suite. Subjectively, however, we'd say probably only fifteen or so rate as reasonably popular games where the RT effects make a noticeable difference. There are currently close to 150 games that have some form of ray tracing. Some will argue ray tracing is just technical snake oil, others hail it as the next big thing for graphics. That's expected in general, and how much you want to weight rasterization versus ray tracing performance is a contentious subject. AMD's GPU ends up slightly ahead of the 4070 Ti in rasterization performance with a 6% lead, but conversely ends up trailing by 19% in the DXR (DirectX Raytracing) test suite. The Sapphire card also lands between the RX 6950 XT and RTX 4070 Ti in performance, but here we need to look at the rasterization and ray tracing charts as well. Regardless, there's really nothing to worry about as no one would notice a less than 10% difference without running benchmarks. It's not drivers, either, as we previously tested the card with the same drivers that we used for our most recent reference GPU testing. Maybe our sample card was a bit of a dud, or maybe our reference card is a bit better than typical. That's what we'd normally expect, since it has a higher power limit and a minor factory overclock, but there's always a bit of variability between GPUs. It's interesting, because we've seen other tests of Sapphire's card where it's a couple of percent faster. I'm not 100% sure, but looks like nothing changed in EE in this regard.First, overall performance ends up exactly tied (a 0.1 fps difference) with the reference RX 7900 XT. AFAIK it was universally known on release that there are plenty of extremely low res textures throughout the game. In metro's case it seems to be the latter. There is simply no higher res texture available. There is some kind of problem with streaming higher res LOD (be it a bug or a memory constraint)Ģ. If you are able to see low res textures at any screen resolution that usually means one of the two things:ġ. ![]() ![]() ![]() The ability and necessity to use higher resolution textures is related mainly to the object's distance from the camera. If only there was some way to force 4k textures from some. They do look great at native, but since 1440p isn't 4k then why use 4k textures, right? ![]() I dont know why they never uploaded a high rez texture pack for some of these textures, ridiculous. Originally posted by THE KING ADROCK AKA JIGGAWATZ!!!:certain textures are horrible looking in many places on extreme preset at 1440p. ![]()
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