Date: Tuesday , December 25, 2018
Last week we published our first evaluation of NVIDIA Ray Tracing performance in a real game in our Battlefield V NVIDIA Ray Tracing RTX 2070 Performance review. We suggest reading that evaluation first, as it explains our goals, the setup, and concludes RTX 2070 NVIDIA Ray Tracing performance in Battlefield V.
We started with a NVIDIA GeForce RTX 2070 GPU based video card, using an ASUS ROG STRIX RTX 2070 OC video card in the evaluation. This is the least expensive GPU from NVIDIA that currently supports NVIDIA RTX technologies, including NVIDIA Ray Tracing used in Battlefield V. The GeForce RTX 2070 has the least amount of RT Cores and Tensor Cores onboard.
Battlefield V also recently released a performance patch that increased NVIDIA Ray Tracing performance in the game. Armed with the latest drivers, the RTX capable video card, the latest fall October OS updates, and finally the game support with a performance patch we had everything we needed to look at real-world performance. We focused on 64-player multiplayer performance, as that is the most popular game mode played in this game and no doubt the most important performance factor for players of this game.
Today we are expanding our evaluation by focusing a NVIDIA GeForce RTX 2080 GPU based video card for evaluation. This is one slot up from the RTX 2070 and we are hoping the RTX 2080 can deliver a better experience with NVIDIA Ray Tracing in Battlefield V. As it turned out in our previous evaluation, the very fast ASUS ROG STRIX RTX 2070 OC video card ended up not providing enough NVIDIA Ray Tracing performance to give us truly playable performance in BFV multiplayer viable, even at 1080p. The end result was that we suggested leaving DXR (DirectX Ray Tracing) turned off in the game for the best experience at every resolution.
In our Battlefield V NVIDIA Ray Tracing RTX 2070 Performance review we did not look at the actual number of RT Cores and Tensor Cores each video card has. In the above table you can see the basic specifications between the reference GeForce RTX 2070 and GeForce RTX 2080 to compare.
The GeForce RTX 2070 has 36 RT Cores and 288 Tensor Cores. We found out in our previous review that this is not enough performance to justify NVIDIA Ray Tracing in BFV. The GeForce RTX 2080 we are using today increases that count to 46 RT Cores and 368 Tensor Cores. That is a ~28% increase in RT Cores and Tensor Cores. It will be interesting to see if this increase is enough to allow playable NVIDIA Ray Tracing performance in the game. Interestingly, VRAM capacity and bandwidth are the same between the two cards. In our next review we will include the GeForce RTX 2080 Ti into the mix.
The video card we are using for evaluation today is an ASUS ROG STRIX RTX 2080 OC video card. This video card has the advantage of an increased GPU Boost clock of 1860MHz. In our testing the real-world GPU Boost frequency thanks to the beefy cooling system is about 1950MHz average while gaming. Therefore, similar to the ASUS ROG STRIX RTX 2070 OC in the previous review, this video card today also represents a highly clocked RTX 2080, which exceeds Founders Edition performance.
Please read our Battlefield V DXR configuration page in our previous review to learn all about the DXR implementation in BFV and the setup for the game.
We can toggle DX12 enabled or not. When DX12 is set to Off the game runs in DX11 and DXR cannot be enabled. To enable DXR you must enable DX12. You can however run DX12 without DXR if you don’t want it enabled. Note we also have VSYNC disabled and the framerate limiter at 200 which is maximum. Notice also we have GPU Memory Restriction on Off. We tried tests with it On versus Off and noticed no differences in performance or frametime.
All of the game graphics settings are at the highest value "Ultra" settings, TAA High, and HBAO enabled.
At the very bottom is the DXR RAYTRACE REFLECTIONS QUALITY option. With DXR enabled you can select between: Low/Medium/High/Ultra. This quality setting basically changes the resolution and clarity of the ray traced reflections seen.