
BenchmarKing
@BMKing23 • 5,782 subscribers
▶️YouTube Content Creator | 150K Subs. Technical Reviews, Optimization Guides & Graphics Settings Comparisons to help you get the best performance and visuals.
Shorts
Videos

There’s something wrong with the DLSS implementation in #007FirstLight. In Quality mode, the game defaults to Preset K, and the internal resolution looks correct. but for some reason, DLSS is noticeably slower than FSR 3 and delivers much smaller performance gains than expected.
BenchmarKing31,422 Aufrufe • vor 8 Tagen

One of the most impressive and often overlooked visual highlights of #PRAGMATA is its hair rendering. While the RE4 Remake featured strand based hair, PRAGMATA's implementation looks significantly better and doesn’t come with a large performance hit, around 10–12% cost.
BenchmarKing318,156 Aufrufe • vor 5 Monaten

#Borderlands4 on the Badass preset vs Cyberpunk 2077 with full Path Tracing. Both at 1440p DLSS 4 Quality on the RTX 4070 Super. And guess what? Performance is almost the same between them. And I suspect this applies to most recent UE5 games too. Absolutely ridiculous.
BenchmarKing362,799 Aufrufe • vor 8 Monaten

I’m working on a video for #ArcRaiders Update 1.7.0, and I noticed that the frame times are less consistent with this update compared to the launch version. After some testing, it turns out NVIDIA Reflex is the main culprit. If you’re noticing micro-stuttering or uneven frame pacing, disable Reflex.
BenchmarKing179,443 Aufrufe • vor 5 Monaten

I took a quick look at #CrimsonDesert Patch 1.04.02 and there’s a clear improvement to texture quality on distant objects. This is visible across all Texture Quality settings, especially the higher ones. However, this improvement isn’t free, VRAM usage is noticeably higher particularly at higher texture settings. The patch also brings a slight uplift in distant Level of Detail, but it mostly affects far-away objects and doesn’t fix or reduce the game’s aggressive pop-in closer to the camera.
BenchmarKing48,856 Aufrufe • vor 1 Monat

#PRAGMATA Demo. Ray Tracing Off vs On. Ray Tracing in this game is quite efficient and doesn’t cost much but at the same time its quality is not particularly high. At native 1440p, there is noticeable noise in RT reflections. The game could definitely benefit from additional RT quality settings, or support for DLSS Ray Reconstruction and FSR Ray Regeneration.
BenchmarKing194,710 Aufrufe • vor 5 Monaten

#ResidentEvilReqiuem Raster Lighting vs Ray Tracing vs Path Tracing on the RTX 4070 Super. Path Tracing significantly enhances the game’s visuals. Regular RT still looks fine, but its denoiser is underwhelming and produces noticeable boiling and noise artifacts.
BenchmarKing103,465 Aufrufe • vor 3 Monaten

Some DLSS 4 and 4.5 issues: DLSS 4 → worse particle handling, with more trailing and reduced rain visibility. DLSS 4.5 → More RT "noise" and more shadow flickering, especially in distant/mid-range cascades. Hope this video doesn’t get compressed to death. #CrimsonDesert
BenchmarKing79,183 Aufrufe • vor 2 Monaten

DLSS 4.5 performance cost on the RTX 3060 Ti, tested in #TheLastOfUs and #ArcRaiders at 1440p. The Last of Us Part I Performance mode – CNN (Preset A) → Transformer Preset K: ~9% cost – Preset K → Preset L: ~16% hit – Preset K → Preset M: ~10% hit Balanced mode – CNN (Preset A) → Transformer Preset K: ~9% cost – Preset K → Preset L: ~23% hit – Preset K → Preset M: ~14% hit Quality mode – CNN (Preset A) → Transformer Preset K: ~9% cost – Preset K → Preset L: ~23% hit – Preset K → Preset M: ~20% hit Arc Raiders Performance mode – CNN (Preset E) → Transformer Preset K: ~9% cost – Preset K → Preset L: ~20% hit – Preset K → Preset M: ~15% hit Balanced mode – CNN (Preset E) → Transformer Preset K: ~8% cost – Preset K → Preset L: ~25% hit – Preset K → Preset M: ~21% hit Quality mode – CNN (Preset E) → Transformer Preset K: ~7% cost – Preset K → Preset L: ~28% hit – Preset K → Preset M: ~25% hit Preset L and M are brutal on the 3060 Ti , which is expected since the 20/30 series GPUs lack native FP8 Tensor Core support, and the performance cost increases even further in Balanced and Quality modes. Visually, unlike the jump from the CNN model to the Transformer, I’m not seeing enough improvement to justify this massive performance hit. Most of the time it’s just a small sharpness boost (which can sometimes look overly sharp) and slightly reduced ghosting. On the flip side, the newer presets also introduce issues that Preset K doesn’t have (check the distant Salt Lake City sign in The last of Us comparison).
BenchmarKing138,748 Aufrufe • vor 4 Monaten

The latest update for #ArcRaiders unlocked the previously hidden Cinematic Preset across all graphics settings. this new preset slightly improves the visuals especially the LOD/Draw Distance and Shadows. but it comes with a pretty hefty 25-30% performance hit compared to Epic.
BenchmarKing108,797 Aufrufe • vor 5 Monaten

As expected from a linear RE Engine game with constrained and closed-off environments, the #PRAGMATA demo shows impressive and solid performance. Visually, it's not groundbreaking, but it looks good, and I’ve seen plenty of uglier games run far worse. I just wish Capcom had included a few more open or larger areas in the demo to get a better sense of overall performance.
BenchmarKing96,325 Aufrufe • vor 5 Monaten

I tested this on the 4070 Super, and while there is a performance difference, it’s not huge. The GPU also pulls more power on the older driver. If you’re using Path Tracing and have a higher-power 40 series GPU, it’s still worth trying, you might see a bigger performance boost.
BenchmarKing54,071 Aufrufe • vor 3 Monaten

#DyingLightTheBeast uses very simplified geometry for its Ray Tracing and shadows are the most affected by this. Anything with fine, detailed geometry like Trees Shadows looks better with normal shadow maps than with the RT option. On top of that, distant RT shadows animate at a lower update rate and look choppy compared to the regular shadow maps.
BenchmarKing89,813 Aufrufe • vor 6 Monaten

Ambient Occlusion noise persists in the final version of #ArcRaiders Like in the playtest, DLSS CNN is the best at handling it but doesn’t completely eliminate it. The only way to fully remove it is by setting Post Processing to Low, though that makes everything look flat.
BenchmarKing89,270 Aufrufe • vor 7 Monaten