
BenchmarKing
@BMKing23 • 6,269 subscribers
▶️YouTube Content Creator | +150K Subs. Technical Reviews, Optimization Guides & Graphics Settings Comparisons to help you get the best performance and visuals.
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So far, my impressions of #AssassinsCreed Black Flag Resynced are positive, but there are a few annoyances that I hope Ubisoft addresses in the future. ✅The game takes full advantage of the Anvil engine's latest features (RTGI, RT Reflections, Micropolygon Geometry, etc.), and it looks great. ✅Performance is stable, and the frame time graph stays mostly flat, even in dense, crowded areas like Havana. ⚠️Cutscenes are locked to 30 FPS with no in-game option to remove the cap. This makes the transition between cutscenes and gameplay feel jarring. ⚠️The user interface experience is rough. The game offers a lot of graphics settings and options, but most of them require either a full restart or a save reload to apply, even post processing effects.
BenchmarKing72,159 görüntüleme • 11 gün önce

There are two things worth pointing out about upscaling in #AssassinCreed Black Flag Resynced. 1. Incorrect resolution scaling with Balanced and Performance modes: Using Balanced or Performance with any upscaler causes the game's Resolution Scale (output resolution) to drop, which also lowers the internal render resolution. As a result, these modes apply incorrect scaling and the image quality is noticeably worse than it should be. For now, the workaround is to set the Resolution Scale to 100% and manually adjust the Max Dynamic Resolution (internal resolution) to match the expected scaling for Balanced or Performance mode. 2. The game defaults to the older DLSS 3 CNN model: By default, the game uses the older DLSS 3 Preset E. While it's still a fine option, it doesn't match the image quality of the DLSS 4 Transformer model (Preset K) or the newer DLSS 4.5 (Preset L and M). So I highly recommend forcing at least Preset K through the NVIDIA App (or another tool). Even on RTX 20/30 series GPUs, with Preset K, you can maintain the same performance as before while getting better image quality by using a lower upscaling mode, like Balanced instead of Quality. Hopefully Ubisoft Support fixes the scaling issue and adds an in-game option to choose between DLSS 3, DLSS 4, and DLSS 4.5.
BenchmarKing38,242 görüntüleme • 10 gün önce

I've tested several scenes on the 3060 Ti, and DLSS is still nowhere near FSR 3 in terms of performance. What's even weirder is that DLSS Quality seems to handle certain elements better than DLAA. that's a pretty clear sign that something is wrong. #007FirstLight
BenchmarKing60,380 görüntüleme • 1 ay önce

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 görüntüleme • 7 ay önce

#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 görüntüleme • 10 ay önce

#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 görüntüleme • 7 ay önce

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.
BenchmarKing179,723 görüntüleme • 6 ay önce

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 görüntüleme • 6 ay önce

#ForzaHorizon6 RT Global Illumination on the 3060 Ti. RTGI can look excellent in the right scenes, but it also introduces quite a bit of noise. The only way to reduce it is by increasing the resolution or using High, and both options come with a significant performance cost.
BenchmarKing52,409 görüntüleme • 2 ay önce

#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.
BenchmarKing103,593 görüntüleme • 4 ay önce

Some examples showing what the missing lighting pass bug (when rendering above 1080p) affects visually in #007FirstLight. It primarily impacts Ambient Occlusion coverage, the softness of some shadows, as well as the definition and stability of fine geometry especially foliage.
BenchmarKing26,091 görüntüleme • 1 ay önce

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 görüntüleme • 3 ay önce