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Final Fantasy 15 Benchmark Results

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26 Oct 2017
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https://www.computerbase.de/2018-02...diagramm-final-fantasy-xv-benchmark-1920-1080

ffxv-gpu-bench-1080p-high.png


https://www.gamersnexus.net/game-bench/3223-ffxv-gpu-benchmark-technical-graphics-analysis
 
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Apparently the Microsoft store version of the game runs much better as it contains no black box code, but i have not been able to verify this myself yet.

Couple of vids from Hardwareunboxed and Gamersnexus on general performance.High preset enables 6x GameWorks features.


 
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Interesting, the 'high' image quality (GameWorks) setting kills performance on the CPU too.

1080P Standard Quality
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1080P High Quality
H8lMTQU.png
 
Gimpworks at its finest quality!! Has no place in the pc industry. All it does is effect performance on both sides but AMD users pay the bigger price. For what? Effects thatthave already been done countless times with hardly any image quality difference.
 
Well the benchmark did have some weird hitching and even GN with its own scripted tests saw the same:

https://www.gamersnexus.net/game-bench/3223-ffxv-gpu-benchmark-technical-graphics-analysis

Conclusion: FFXV GPU Results

These results are more cause for investigation. We’re digging into which graphics options specifically are causing the hitching behavior that’s present on both nVidia and AMD hardware. As it stands now, “High” settings, as a blanket, are exacting a detrimental impact on frametime performance and consistency. This is most severe on AMD cards, which are struggling to cope with – we’d assume – the GameWorks settings, although other graphics options do change alongside the GameWorks options. This is something that we are actively investigating, now that we’ve figured out how to toggle settings manually. We should have more soon.

There’s no doubt that the game is visually impressive. The achievement of the visuals, by and large, is done with heavily tessellating things like terrain and ground elements, which provide the apparent depth to the ground. Hair is also tessellated, and the shadow libraries (although the pop-in isn’t great) are pulled from GameWorks. That’s not to discredit Square Enix’s own contributions, though: Texture quality is impressive, and the huge amount of texture detail is indicative of precisely why the 4GB cards are struggling the most. That’s a lot of data to stream, and is also a major contributor in frametime spikiness on the first test pass.

GN,has done extensive testing of the game.

GameWorks & Hidden Graphics Settings in Final Fantasy XV Benchmark:

https://www.gamersnexus.net/news/32...aphics-settings-in-final-fantasy-xv-benchmark

We’ve been working on our Final Fantasy XV benchmarking and already have multiple machines going, including both CPU and GPU testing. This process included discovery of run-to-run variance, pursuant to slow initialization of game resources during the first test pass. We can solve for this with additional test passes and by eliminating the first test pass from the data pool.

One of the downsides to Final Fantasy XV’s benchmark is that there is no customization for graphics settings: You’ve got High, “Middle,” and “Lite.” Critically, the medium settings seem to disable most of the nVidia GameWorks graphics options, which will impact performance between nVidia and AMD cards. We spoke with AMD about a driver update for the game, and have been informed that updated drivers will ship closer to the game’s launch. In the meantime, we’ll be testing High and Medium settings alike, building a database for relative performance scaling between AMD and nVidia. That content is due out soon.

AMD cards will be apparently getting a driver update closer to when the game launches.

Final Fantasy XV (FFXV) Benchmark Variance Run-to-Run:

https://www.gamersnexus.net/game-bench/3220-final-fantasy-xv-benchmark-variance-run-to-run

In the meantime, here are some frametime graphs. This is ad-hoc testing on an 8700K at 5GHz, 1.42V, with 3200MHz CL14 GSkill Trident Z Memory. We are using a GTX 1070 Gaming X card for this test, which is running on the latest drivers. Windows version 1703 is being used. The blue bar demonstrates performance variability during the first pass, something which we must reconcile as we continue to run benchmarks. The frametime spikes are felt in the form of long, noticeable stutters in gameplay.

Be sure to follow our testing as we iterate. We are working all day on FFXV PC benchmarks.

FFXV Pretest: CPU numThread, SMT, NV/AMD GameWorks Scaling

https://www.gamersnexus.net/game-bench/3222-ffxv-pretest-cpu-numthread-smt-nv-amd-gameworks-scaling

The High preset is presently the only time that GameWorks graphics options are enabled, and two of those options supposedly remain disabled for the benchmark utility. The ShadowWorks library is disabled at present, as is voxel-accelerated ambient occlusion. That said, the same user who detailed these settings as disabled later posted a screenshot of the on-screen display, having hacked it to work in FFXV, and now believes that VXAO is enabled for 1080p/High settings. Either way, we previously detailed most of these graphics settings when they were unveiled, back at GDC 2016. VXAO converts the screen space into voxels based upon geometric data, which reduces the complexity present from raw triangles and primitives. VXAO then runs a cone-tracing pass for shadowing computation. The result is that ambient occlusion can theoretically be calculated more accurately, demonstrated with nVidia’s tank asset.

QYXqlcU.png


Let’s pull some quick data out of our upcoming GPU benchmark. This will look at relative performance scaling between the RX 580 and GTX 1060 6GB cards, switching between Medium and High settings. The idea is to see if relative scaling worsens with the higher settings, as that is where nVidia theoretically has more optimization. Keep in mind that more than just the GameWorks settings change between medium and high, but those are most likely to be drivers in performance deltas.

The GTX 1060 6GB card is baseline here, marked at 100% performance. The GTX 1070, under both medium and high settings, maintains 137% of the GTX 1060’s performance. It is almost equal for both presets.


As for SMT, we'll spoil that we've found performance uplift on the R7 1700 (stock and overclocked) by disabling SMT altogether. This seems to coincide with the numThread=8 performance uplift.
UPDATED Section: The RX 580 maintains 81.4% (original test indicated 60%, we discovered some more issues with the benchmark that caused us to rerun tests) of the GTX 1060 performance when using High settings, or 95.5% (original text said 66.6%) of the GTX 1060’s performance when using low settings. AMD is regaining ground at medium settings, which means that at least one of the settings enabled under “High” is more taxing for the RX 580 than it is for the GTX 1060. This comes down to shader-level optimization and/or architectural level differences, where shader-level optimization would also account for driver and library differences involving GameWorks. We cannot conclude that GameWorks is the cause of the 6-percentage-point disparity, but it is a likely contributor, as it is reasonable to assume that GeForce would process those nVidia effects with greater performance.

As for SMT, we'll spoil that we've found performance uplift on the R7 1700 (stock and overclocked) by disabling SMT altogether. This seems to coincide with the numThread=8 performance uplift.
 


But Wait, It Gets Worse! – GameWorks Renders FFXV A Stuttering Mess Even On NVIDIA’s GTX 1080 Ti
Unfortunately, while the impact GameWorks has on FPS is more pronounced on AMD, another more serious performance issue that multiple hardware reviewers have run into affects both NVIDIA and AMD graphics cards. Namely persistent visual hitching and stuttering that’s introduced at the High preset that affects even the GTX 1080 Ti.

And yet Nvidia fan base will keep on supporting these horrible practices.

CrapWorks features that can not be disabled! Since when was a game allowed on PC to not have options adjusted lol Presets? wth
 
But Wait, It Gets Worse! – GameWorks Renders FFXV A Stuttering Mess Even On NVIDIA’s GTX 1080 Ti
Unfortunately, while the impact GameWorks has on FPS is more pronounced on AMD, another more serious performance issue that multiple hardware reviewers have run into affects both NVIDIA and AMD graphics cards. Namely persistent visual hitching and stuttering that’s introduced at the High preset that affects even the GTX 1080 Ti.

And yet Nvidia fan base will keep on supporting these horrible practices.

CrapWorks features that can not be disabled! Since when was a game allowed on PC to not have options adjusted lol Presets? wth

This game never needed any gameworks. Sad to see Nvidia effects craping all over what was a master piece on the ps4. Better graphics a year and bit later but already sounds less enjoyable on a more powerful platform. If Gameworks really is doing this Nvidia need a good kick in the balls for ruining a great game. Anyone with sense though completed this when released on the ps4.
 
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FFXV's Misleading Benchmark | Improper GameWorks Object Culling
https://www.gamersnexus.net/game-be...ous-misleading-benchmark-tool-gameworks-tests
As we discovered after hours of testing the utility, the FFXV benchmark is disingenuous in its execution, rendering load-intensive objects outside the camera frustum and resulting in a lower reported performance metric. We accessed the hexadecimal graphics settings for manual GameWorks setting tuning, made easier by exposing .INI files via a DLL, then later entered noclip mode to dig into some performance anomalies. On our own, we’d discovered that HairWorks toggling (on/off) had performance impact in areas where no hair existed. The only reason this would happen, aside from anomalous bugs or improper use of HairWorks (also likely, and not mutually exclusive), would be if the single hair-endowed creature in the benchmark were drawn at all times.

The benchmark is rendering creatures that use HairWorks even when they’re miles away from the character and the camera. Again, this was made evident while running benchmarks in a zone with no hairworks whatsoever – zero, none – at which point we realized, by accessing the game’s settings files, that disabling HairWorks would still improve performance even when no hairworks objects were on screen
Imagine my shock.

EDIT

Video
 
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