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Crimson Desert GPU Benchmarks, Bugs, Simulation Error Tests, & Intel Arc Gets Screwed

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Crimson Desert GPU Benchmarks, Bugs, Simulation Error Tests, & Intel Arc Gets Screwed

Transcript

1006 segments

0:01

Turns out we got access to the buggy

0:03

mess that is Crimson Desert at the same

0:05

time as Intel's Arc GPU team. Crimson

0:08

Desert was a nightmare to test on launch

0:10

day. We didn't get early access. So, we

0:12

started right when the game came out,

0:14

which included a day zero patch that had

0:16

some launch optimizations included in

0:18

our tests. We immediately ran into

0:20

problems across both Nvidia and AMD and

0:23

across three different test systems. We

0:25

experienced various game freezes, full

0:27

system shutdowns, crashes to desktop,

0:29

and whatever the this is. Available

0:31

in both pink and yellow. Fortunately,

0:34

unlike Nvidia and AMD, Intel didn't have

0:36

any of these problems with its ARC GPUs.

0:39

That's because you can't use them to

0:41

play this game because Pearl Abyss

0:42

refused to work with Intel throughout

0:44

the development process, including Intel

0:46

offering Pearl Abyss early hardware and

0:49

early drivers. And we'll talk about that

0:50

as well. Uh, so they are probably

0:52

working on a solution on the weekend

0:54

right now because they got it when

0:56

everyone else did. Beyond the bugs, draw

0:58

distance issues, and pop-in problems,

1:00

and general noisiness in the game's

1:02

graphics, we did actually manage to run

1:04

25 GPUs through testing in a span of

1:06

just 10 hours. So, a huge thanks to my

1:08

team for pushing through that with me.

1:10

It's also our first gaming benchmark

1:12

debut of our recently detailed

1:13

simulation time error testing

1:15

methodology. We're using Crimson Desert

1:17

to test for issues in game object motion

1:20

separately from frame rate and frame

1:22

time in charts like this. We had a lot

1:24

to balance here between trying to turn

1:25

this around as fast as possible to help

1:27

as many people as relevant as possible

1:29

for the game's launch. Uh while also

1:32

wanting to benchmark a ton of GPUs,

1:34

debut our simulation time error,

1:36

previously known as animation error

1:37

methodology. Really super excited about

1:39

that by the way. These are the first

1:40

kind of like real charts that we've done

1:42

for it. uh and also trying to test the

1:45

different settings, the different areas

1:46

of the game, all that stuff. Now, again,

1:48

we didn't have early access, so this is

1:50

the launch version of the game,

1:51

including its first patch. We ended up

1:53

going with 25 GPUs, including the GTX

1:56

1080 Ti, 1070, and 1060. We ran three

1:58

resolutions, every settings option on a

2:00

couple GPUs, and then we tested across

2:02

several hours of gameplay, including

2:04

some distant towns and environments,

2:05

just to make sure we understood if the

2:06

game's performance changed later on the

2:08

game. So, I'm not too familiar with the

2:10

world of Pi. Well, I'm gonna go with I

2:13

hope I got that right. It makes some

2:15

very mad Black Desert now Crimson Desert

2:18

players if I don't. Uh, so we went later

2:20

into the game as well and tested that.

2:22

So, this is in addition to the new

2:24

chart. We've got a lot to go through.

2:26

Let's get into it. Before that, this

2:28

video is brought to you by Arctic and

2:29

their MX7 thermal paste. Arctic's new

2:31

MX7 is a higher viscosity paste with

2:34

Arctic claiming that the increase in

2:35

viscosity from filler content and the

2:37

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2:39

while reducing the risk of the pumpout

2:41

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2:43

longer endurance applications and to be

2:45

left in used for extended service life.

2:47

Arctic also now has a counterfeit paste

2:49

checking website because believe it or

2:51

not, knockoff paste from non- firstparty

2:54

sources is actually relatively common

2:56

for the big brands to experience. So

2:58

they have a site to check the validity

2:59

of it. Get a tube of Arctic's MX7

3:02

thermal paste at the link in the

3:03

description below. So, for testing,

3:05

we're using our GPU reviews test bench.

3:06

It's a 9800 X3D. It's slightly

3:08

overclocked just to maintain a level

3:09

clock without any fluctuations. And then

3:11

we started as soon as the game came out,

3:13

which means we have all of the contents

3:15

up at the launch time onward. And uh I

3:18

stayed up all night running benchmarks.

3:20

Then we're playing Crimson Desert.

3:23

I don't know if

3:26

we don't know if this is where it gets

3:27

the name Crimson from. This is uh this

3:30

is AI NPC detection.

3:33

>> It's AI NPC detection.

3:35

>> Yeah. See this? This kind of looks like

3:38

Marathon actually.

3:40

>> DLSS5 looks really good.

3:42

>> The team came in in the morning and

3:44

relieved me of my duty for testing. So,

3:46

thank you to the team for that.

3:53

>> The game works really well.

3:55

>> Just die again.

3:56

>> Yeah.

3:59

this time. I got it though.

4:02

And then we got this together. Uh we're

4:04

going to start with some of the bugs we

4:06

ran into. Then we'll go into the charts.

4:08

We've got a bunch of research here as

4:09

well for how the game performs across

4:11

combat, non-combat situations, wandering

4:13

in the town, all kinds of stuff so we

4:15

can get a full picture of how does this

4:17

game perform. And I guess if you want to

4:20

talk about things like uh poppingin,

4:22

we've got a little bit of that too, just

4:23

because it's not really a graphics

4:25

focused deep dive, but there was some

4:27

stuff that we just couldn't help but

4:29

notice and talk about. As we got into

4:30

Crimson Desert testing, we ran into the

4:33

fun part. Tons of bugs that seemed to be

4:36

from the game rather than the drivers.

4:38

The issues occurred on both AMD and

4:40

Nvidia, with one exception, which was

4:42

the drivers. Intel's GPUs just don't

4:44

work. Crimson Desert rejected the B580

4:47

when detected and told us that it can't

4:49

be used to play the game. We asked Intel

4:51

for its driver support plans, and the

4:52

company informed Gamers Nexus that

4:54

Pralabus did not work with or enable

4:56

Intel to work on drivers in advance of

4:57

the game's launch, meaning they got

5:00

access the same time as the public did.

5:01

Intel stated, quote, "We're aware that

5:03

Crimson Desert currently doesn't launch

5:05

on systems with the Intel GPUs, and

5:07

we're hugely disappointed that players

5:08

using Intel graphics hardware can't jump

5:10

into the world of Pi at launch. Getting

5:12

games running smoothly is a partnership

5:13

between developers and hardware makers.

5:15

Over the past several years, we've

5:16

reached out to Pearl Abyss many times to

5:18

help test, validate, and optimize

5:20

support for Intel Graphics, providing

5:22

early hardware, drivers, and engineering

5:24

resources across multiple generations,

5:26

including Alchemist, Battle Mage,

5:28

Meteor, and Lunar Lake. Our teams are

5:30

deeply committed to helping all studios

5:32

deliver the best experience possible,

5:34

providing open tools, documentation, and

5:36

direct engineering support to make sure

5:38

their games run well for everyone,

5:39

including the tens of millions of

5:41

players using Intel GPUs. We remain

5:43

ready to assist Pearl Abyss however we

5:45

can. For details on the choice not to

5:47

enable Intel support at launch, please

5:49

reach out directly to Pearl Abyss." End

5:51

quote, which is about as direct as you

5:53

can get from Intel. And we did just ask

5:55

one more clarifying question. If Intel's

5:57

between the lines comment here is that

5:58

Pearl Abyss didn't grant Intel access

6:01

before launch, Intel's representative

6:03

stated, quote, correct. Pearl Abyss did

6:05

not provide early access to game codes.

6:07

End quote. So, Intel here is really

6:08

getting screwed and boxed out,

6:10

especially if they're providing hardware

6:12

and drivers to Pearl Abyss seems kind of

6:14

one-sided at that point. The fact that

6:16

based on what Intel has written here,

6:18

several media publications had access to

6:20

this game before Intel did also is

6:23

bizarre. Either way, Intel is probably

6:26

working on this now, but it sounds like

6:28

they basically got a start at the same

6:29

time as we started benchmarking, which

6:31

would have been 6 PM on launch day

6:33

Eastern time. So, anyway, that's the

6:35

news on the Intel stuff, but there's

6:37

more. We also had issues with hard

6:38

crashes, and not just the desktop, we

6:41

had two machines that separately

6:42

experienced a complete shutdown of the

6:44

system from Crimson Desert. One was a

6:47

1080 Ti, and the other was an RX7800 XT.

6:50

It's possible that there was some other

6:52

issue on the 1080 Ti system. So, we

6:55

assumed it was unrelated. However, it

6:57

then happened again on the 7800 XT card

7:00

and in a completely different computer

7:02

that hasn't ever had any problems with

7:04

this before. This is like our most

7:05

stable bench platform we have. We also

7:07

had regular issues with all moving

7:08

objects in the scene being rendered

7:10

suddenly with pink boxes around them,

7:12

resembling that maybe hit boxes or

7:13

something similar to that. Uh, we

7:15

occasionally saw these with yellow boxes

7:17

as well, but generally they'd randomly

7:20

appear and disappear. And we saw these

7:22

on both AMD and Nvidia. It was not every

7:24

single time. I think I have maybe four

7:26

or five times during our testing of all

7:28

these cards. On a few instances, we had

7:30

the game lock up and freeze without

7:32

completely shutting down the system,

7:33

though. We could kill the game with task

7:35

manager. Still shouldn't happen. And all

7:37

that's just what we found in the test

7:38

session. The game seems halfbaked and

7:41

not ready for launch as there should

7:43

never be any hard shutdowns or game

7:45

freezing issues. And that's just

7:47

sticking to the bugs. There's other

7:48

problems too, like one thing we noticed

7:49

was the loading in the game is painfully

7:52

slow. In some situations, you have to

7:54

sit through a minute or more of loading

7:56

animation. And this is on machines with

7:58

reasonably fast SSDs as well. So, it

8:00

does just seem to be slow with loading.

8:03

uh pretty painful when you're changing

8:04

settings a lot because that requires

8:06

closing the game and reopening it for

8:08

every settings change to make sure

8:09

there's accuracy and that means a lot of

8:11

loading. We won't get too into this

8:13

part, but we also noticed that poppingin

8:15

is extremely bad in this game. You can

8:17

see small elements like grass and plants

8:20

popping in just 5 ft in front of the

8:22

character. At that point, it's more

8:24

distracting to have the objects pop in

8:26

there than to just not have them at all.

8:28

The same is true for objects in the

8:30

background and the midground where even

8:32

the highest end of systems at hundreds

8:33

of frames per second with overhead

8:36

available to draw more things farther

8:39

away. They're not given the ability to

8:41

extend the draw distance. We couldn't

8:42

find any options for this in the

8:44

settings. We weren't able to find a way

8:45

to do this in the configuration file

8:47

from just a quick look. It's possible

8:48

someone's found a way to do that by now,

8:50

but uh this seems like a likely mod in

8:52

the future. Not really sure why they've

8:54

limited the draw distance in this way,

8:55

but the the popin is just really

8:57

distracting. And that's just in general,

8:59

the game just has a lot of kind of

9:01

shimmery noise all over the place. And

9:04

there's ways to try and deal with the

9:05

noise in the graphic settings, but

9:08

there's nothing we could find to do

9:09

about the popin. This next section goes

9:11

over our research for designating a test

9:12

area candidate. The point of this is to

9:14

find something that's representative of

9:16

play at large in general without uh

9:18

being something that's difficult to

9:20

replicate like combat would be. For this

9:22

process, Patrick and I played the game

9:23

for a couple hours each and wandered

9:24

around, including to some outer areas

9:26

near Deminis, the Circus Estate, and

9:29

near the first town of Hernand. And I

9:31

hope I'm pronouncing these things

9:32

correctly. I we don't test with

9:34

headphones on. So, we manually capture

9:36

these and assign names to each with the

9:38

point being that we want to learn and

9:40

understand how the game performs in

9:42

different situations before committing

9:43

to a test scenario. Here's the result

9:45

with the 5060Ti 16 GB which we used

9:48

because we wanted something that was a

9:49

moderate performer, not too high-end,

9:50

not too low-end, uh, but also modern.

9:53

This is at 1440p, and like most of our

9:56

testing, we do not use upscaling of any

9:58

kind unless it's noted separately. The

10:00

range is huge for the lows where some

10:02

situations resulted in heavy hitching

10:04

and stuttering. Primarily, we noticed

10:06

these during what seemed like invisible

10:08

loading sequences when changing from one

10:10

outdoor cell to another, such as

10:12

crossing the bridge on the horse early

10:14

in the game when you first get the

10:15

horse. Lows dropped to 12 1/2 FPS during

10:18

this brief sequence when we looked out

10:19

over the uh environment around the area,

10:22

leading to temporary brief stuttering

10:24

when at 1440p ultra without RT enabled.

10:27

This is in spite of a good average at

10:29

nearly 70 FPS. And just as a note, the

10:31

gameplay capture we're showing you is

10:33

separate. it is not the same thing. Uh

10:35

we isolate the gameplay capture from the

10:38

benchmark capture so there's no

10:39

influence on the data and then we don't

10:41

run external capture during testing just

10:43

for a lot of reasons. So the footage you

10:45

see throughout this is captured

10:47

separately from the performance numbers.

10:48

We also observed this behavior in our

10:50

inner city roaming 3 test sequence where

10:53

we walked from the lowest part of the

10:55

Hernand Castle outer town to the castle

10:57

gates. We saw a drop to 21.6 FPS for the

11:00

lows despite a great average frame rate.

11:02

The 1% lows also suffer here at 40 FPS.

11:06

The real problem is the disparity

11:07

between the average and the lows with

11:09

that gap being noticeable. Most of the

11:11

rest of the results are relatively

11:12

consistent. The 1% lows are still more

11:14

distant from the average than we see in

11:16

some other games, but the 0.1% lows and

11:19

1% lows are mostly near each other,

11:21

which is good. The range for average FPS

11:23

here was nearly 28 FPS average from 77

11:26

FPS in the fields to 49.8 FPS in one of

11:29

the fights. That's a large range. The

11:32

average of all scenes measured when

11:33

removing things like black screens or

11:34

menu pauses, things like that, spans a

11:37

few hours of gameplay and was 67 FPS.

11:40

Our final test candidate was In a City,

11:41

which averaged 70 FPS. This is higher

11:44

than the overall average, but it's the

11:46

most consistent runto run for testing

11:49

that we could find while still being

11:51

real damn close to the overall average

11:53

we had, which again was 67. Areas that

11:55

are lower than this in any meaningful

11:57

way often involve combat, which is not

12:00

repeatable runto run. Here's a frame

12:01

time plot for that bridge scene where we

12:03

have a long range visibility. Everything

12:05

looks fine. If you truncate the scale to

12:07

50 milliseconds with frameto frame

12:09

consistency overall good. That frame

12:11

rate itself is also okay. It's faster

12:14

than 60 fps. But it's really the

12:16

consistency of the pacing that we care

12:18

about. The problem emerges at the end

12:20

where we countered honestly one of the

12:23

most impressive frame time spikes I've

12:25

ever seen. And not in a good way. The

12:28

chart now shows the worst frame time

12:30

spike that, at least to my memory, we've

12:32

plotted in years. It jumped up to 691

12:36

milliseconds for one frame. That means

12:39

that we were staring at the same frame

12:41

for nearly an entire second without any

12:44

kind of movement. Enough for you to

12:46

think that the game is going to

12:47

imminently crash. It recovered, but it

12:49

was a hard stutter here. Uh, this

12:51

doesn't repeat in the same spot every

12:53

time, but it does happen just generally

12:56

occasionally during play on some of

12:58

these GPUs. The 5060Ti was holding a 13

13:00

to 15 millisecond frame time on average

13:02

here, which is again greater than the 60

13:05

fps that plot at 16.667 milliseconds.

13:08

So, it's not like the frame rate was

13:10

bad, but that spike definitely was. And

13:12

this isn't a one-off. This again, it

13:14

occurs just kind of randomly throughout

13:16

play. It seemed like it tended to be

13:18

when you maybe load or dump a cell as

13:20

you transition around the map or

13:21

something. Here's the same in-game

13:23

scaling chart for the 9070 XT. Now, the

13:26

range for average FPS is about 39 FPS

13:29

from 115 FPS to 77 or so. The 0.1% lows

13:33

range from 99 FPS to 19 or about 80 FPS

13:37

for the actual range top to bottom of

13:39

that at.1% which is crazy. The 970 XT

13:43

experienced the worst performance during

13:44

a loading screen to the campfire. But

13:47

fortunately, that's not an area where

13:49

you need responsive controls because

13:50

it's a loading screen. Technically, you

13:52

can move the mouse, but doesn't really

13:53

matter. In terms of actual play, we had

13:55

some hitches when walking to the cabin,

13:57

but otherwise, this card was much more

13:59

stable for its frame interval pacing at

14:01

1440p than the weaker 5060Ti. The

14:04

average for all tests for this card was

14:07

96 FPS across a couple hours of play.

14:10

The test candidate that we approved for

14:12

its reliability and consistency averaged

14:14

100 FPS. So, it's about 4 FPS higher

14:16

than the global average, which we think

14:18

is a representative match while still

14:20

being repeatable, unlike combat, which

14:22

is not repeatable runto run. Our next

14:24

section was also part of our early

14:25

research. For this, we went through and

14:27

tested various presets in a fixed test

14:29

path. Unless otherwise noted, we did

14:30

most of this without modifying any

14:32

graphics presets and while keeping

14:34

upscalers. The purpose of these quick

14:36

tests is to understand what our scaling

14:37

is and to help quickly choose a preset

14:39

for baseline testing. We tested from

14:41

minimum to max presets, plus RT toggled

14:43

on and off with max, including cinematic

14:46

mode, maximum lighting, ray

14:48

reconstruction, and DAA. Technically,

14:50

max isn't its own preset, but that was

14:52

us toggling the rest of the things all

14:54

the way up. DAA was not used for any

14:56

other settings. Minimum looks like a

14:58

fuzzy, blurry, muddy mess and is hardly

15:00

playable. We still tested it, but uh it

15:03

just it really doesn't look good. cards

15:04

that are otherwise insufficient can

15:06

technically run this. It's just not a

15:08

good experience. This though is how they

15:10

can uh technically say on their sheets

15:13

that they can accommodate something like

15:14

a 1060. It's with this setting. Here's

15:16

the chart with the 5060 Ti with FPS

15:19

values shown. The 5060 Ti ran at 151 FPS

15:22

average with 1440p minimum, which looks

15:24

awful. That's an improvement on the low

15:26

settings 91 FPS average of 65.7%. So,

15:29

this is where you would gain the most

15:30

performance. But again, it really I mean

15:32

it's subjective. It's up to you. You can

15:34

do whatever you want. Personally, I I

15:36

just I wouldn't play this game on

15:37

minimum. I'd rather not play it. It just

15:39

it looks that bad to me. But if you can

15:41

deal with it, then great. More power to

15:42

you. Medium ran at 74 FPS average here.

15:45

So, low is better by 24%, but obviously

15:48

looks much worse. High has a performance

15:50

cost about the same as medium with the

15:52

two indistinguishable in performance of

15:54

this test. Ultra without RT consistently

15:56

ran a couple frames per second average

15:58

faster than ultra with RT. That's why we

16:00

chose to disable RT for most of our

16:02

tests. it's almost no impact on the

16:04

frame rate performance and we wanted to

16:06

maintain maximum compatibility for older

16:08

cards. So, the 1080 Ti was high on my

16:10

list for wanting to run for this. Uh,

16:12

disabling RT ensures we can do that

16:14

without any issues. Since RT on versus

16:16

off performed about the same on both AMD

16:17

and Nvidia, we toggled it to better

16:19

accommodate those without hardware RT

16:21

support. Cinematic is the next large

16:23

drop in performance down to 62 FPS

16:25

average. Ultra performs about 12% better

16:27

with RT on than that. enabling max

16:29

lighting, which is not part of any

16:30

preset, drops cinematic massively for

16:33

performance. It falls from 62 FPS to 37

16:37

FPS average. Finally, max lighting,

16:39

cinematic presets, and RT reconstruction

16:42

with DAA ran at 18.4 FPS. This is on a

16:45

5060 Ti, remember, we also ran this on a

16:48

5090 and it was playable. Here's the

16:50

same for the 9070 XT, although we didn't

16:52

run minimum for this one. Top to bottom,

16:54

there's a total range of 38 FPS average

16:56

in these results in a like for like

16:57

test. That's about the same range as we

16:59

saw gamewide leaving this area. Medium

17:01

and high don't really offer much from

17:03

each other in terms of performance

17:04

differences, just like last time with

17:05

the 5060 Ti. And high and ultra are also

17:08

close together. Toggling RT with ultra

17:10

showed about a 3.6% uplift with it off

17:13

for ultra versus ultra. So, not enough

17:15

to warrant leaving it on for

17:16

benchmarking purposes as again it would

17:18

cause concerns for things like the 1080

17:20

Ti for like for like comparisons that we

17:22

really wanted to include. Up next, this

17:24

simulation time error. This is actually

17:25

really cool. We previously ran a white

17:27

paper piece doing a big research deep

17:29

dive on this stuff. It's a new type of

17:31

metric that we present with new types of

17:33

testing and uh we used to call it

17:35

animation error, but we've gone back to

17:36

simulation time error just to reduce

17:38

confusion. So this is when there's a

17:40

mismatch between the pace at which the

17:42

frames are shown and the events that are

17:45

shown in those frames. It's our attempt

17:47

to quantify a feeling basically how the

17:50

game feels. You can have a smooth frame

17:52

rate on paper but if the images you're

17:54

seeing don't line up with that rate the

17:56

game may feel stuttery or laggy anyway

17:58

and it's not the same as frame times.

18:00

This can be a different problem. The

18:02

opposite is also true where you could

18:04

stagger frames chronologically to make

18:06

movement look correct but end up with a

18:08

bad frame rate number. Those are the

18:10

theoretical extremes. In practice,

18:11

higher frame rate equals better the

18:14

majority of the time. Subjectively,

18:15

we're adding these animation error

18:17

charts for a little more nuance, though.

18:19

Let's get into it. First, here's an

18:20

example of what we'd consider healthy

18:22

frame times and simulation time error,

18:24

which we previously called animation

18:26

error. We've renamed it to reduce

18:27

confusion from popular demand for this

18:29

better name. This is a plot of the test

18:32

pass that we call Abyss Puzzles part one

18:34

on the 5060Ti. This logged for nearly 3

18:36

minutes straight at an average of 69

18:38

frames per second derived from an

18:40

average frame time of 14 1.5

18:42

milliseconds. This is during actual

18:44

gameplay as well. As you can see on the

18:45

plot, frame times never deviated

18:47

significantly from the 14 1/2 average,

18:50

which is good. Simulation time error

18:52

wasn't zero, which is technically ideal

18:54

to be zero that is, but it was rarely

18:56

greater than 4 milliseconds in either a

18:58

positive or negative direction. In our

19:00

experience thus far, this is not a bad

19:02

result. We see a few greater excursions

19:04

that align with the frame time spikes,

19:06

such as around the 5700 second mark,

19:08

where frame time spike to about 19

19:10

milliseconds and simulation error jumps

19:12

to plus or - 4 milliseconds. The frame

19:14

time dip around frame 8,000 to about 12

19:17

milliseconds aligns with an increase in

19:19

frame rate. And normally that would be

19:20

seen as a good thing. However, because

19:22

it's inconsistent with its immediate

19:24

neighbors, it would actually have been

19:25

better to hold a worse frame rate for a

19:27

higher frame time, which would result in

19:30

a better or smoother experience. We can

19:32

also see this in the simulation time

19:34

error data. Simulation time error gets

19:36

more scattered as well towards the back

19:38

quarter of this chart, but so do frame

19:40

times. We've adjusted the vertical scale

19:42

for this plot of the inner city roaming

19:44

3 test pass on the same card. There's a

19:47

clear individual frame time spike up

19:48

above 60 milliseconds. So again, some

19:50

inconsistency issues. This is also

19:52

reflected in our usual 1% and.1% load

19:55

calculations alongside a predictable up

19:57

and down simulation time error deviation

19:59

here showing - 82 milliseconds and plus

20:02

63 milliseconds at the same time. More

20:04

interestingly, there are some big

20:06

simulation time error deviations that

20:08

appear alongside smaller frame time

20:10

spikes. For example, the final frame

20:13

time spike is to 26 milliseconds, but

20:15

simulation time error bounces down to

20:17

minus 39 milliseconds and up to 19

20:20

milliseconds, followed by a couple of

20:22

rippling smaller deviations. These are

20:24

situations where the 1% and.1% numbers

20:27

might not look that bad in a bar chart,

20:29

but the subjective feel of the game is

20:31

significantly worse than the numbers

20:33

would indicate. In fact, they wouldn't

20:34

even look that bad in a frame time plot

20:36

other than the couple excursions here.

20:38

It's situations like this why we added

20:39

simulation time error testing defined in

20:41

our animation error methodology white

20:43

paper by its previous name. Pretty cool

20:45

though to see it at work in one of our

20:47

first public use cases outside of that

20:49

white paper we published. Finally,

20:50

here's an example of an actual test pass

20:52

on the GTX 1070, a venerable card. The

20:56

frame times are high, but they're

20:57

consistent, which means we won't see a

20:59

wide gap between the average and the

21:01

lows on our usual FPS bar chart.

21:03

Simulation time error reflects what we

21:05

actually felt though as a player rather

21:07

than what we're told about frame time

21:08

pacing. What we felt was a laggy and

21:11

sluggish unresponsiveness to inputs.

21:14

Almost every frame has a significant

21:16

simulation time error value, and there

21:18

are consistently frames that deviate 30

21:20

milliseconds or more from zero. The

21:22

scattered nature of the simulation time

21:23

error dots and the wide variability in

21:25

the values makes it easy to spot just by

21:28

the chart that this is a bad experience.

21:30

Despite a technically smooth frame time

21:32

pacing, it just doesn't feel good when

21:34

you're playing the game. Even if the

21:36

numbers otherwise look okay. It is a

21:38

slow frame rate, but the pacing looked

21:40

okay. This is another great example

21:41

though for when our simulation time

21:43

error testing methodology can highlight

21:45

something hidden by both frame rate and

21:46

even by frame times. For comparing

21:48

simulation time error across GPUs, we

21:50

have a couple choices. The most

21:51

straightforward is to take the total of

21:53

all sim time errors for each frame,

21:55

specifically the absolute values, and

21:57

then divide that by the total of all

21:59

frame times, which should always be

22:01

almost exactly 40 seconds for these

22:03

tests. That gives us a number for the

22:04

average error per frame. This chart

22:06

doesn't exactly follow the frame rate

22:08

performance stack, but it's in the

22:10

ballpark. Cards like the 5090 and 7800

22:13

XTX have relatively low error per frame,

22:15

while the 2070 and 2060 KO are on the

22:18

other end of the chart. And the 1070 is

22:20

massively worse in a ridiculous way

22:23

here. In the most simplistic way, this

22:24

chart orders simulation time error from

22:26

best to worst. Many of the devices are

22:28

functionally tied, which is why you see

22:30

the 9070 XT, 4090, 5090, and 5070 all

22:33

the same. Unlike frame rate, this metric

22:36

is typically either bad or not, as

22:38

opposed to frame rate where there's more

22:39

of a sliding scale or gradient. However,

22:42

during our discussions with Intel's Tom

22:43

Peterson, we brainstormed a way to

22:45

represent simulation time error per

22:47

frame relative to frame times. The

22:50

reasoning is that, for example, 1

22:52

millisecond of error is arguably more

22:54

significant relative to a 6 millisecond

22:56

average frame time than it is to a 12

22:58

millisecond average. This doesn't make

22:59

for a very exciting chart at the top end

23:01

since on nearly every GPU we tested, the

23:03

percent sim time error was between 2%

23:05

and 3%. The 1070 was again a huge

23:08

outlier at 11.9% and the 5090 FE likely

23:12

because of its extremely high

23:14

performance with more of a risk of

23:15

occasionally bouncing off of other

23:17

limitations as well lands at 3.8%. Now,

23:20

in some situations, this might be enough

23:21

to have some perceived stuttering or

23:23

lag. But in this case, the 5090 averaged

23:27

186 FPS in this test, which is high

23:28

enough to help offset the issues. For

23:30

the GPU comparison charts with standard

23:32

FPS, 1% and.1% lows, we'll start with

23:35

1080p ultra with RT disabled. Remember

23:37

that ultra in this game is more like

23:39

high in most games as cinematic takes

23:41

the place of ultra and the proximity of

23:43

high results to ultra is relatively

23:44

close and medium to high is even closer.

23:47

In the 10 hours that we tested this

23:48

before going into production, we managed

23:50

to test 25 GPUs across three resolutions

23:52

with two additional resolution and

23:54

settings tests, plus the simulation time

23:56

error testing and everything else you're

23:58

seeing here. Without early access, we

24:00

filled this chart in as best we could.

24:02

We'll start with the interesting

24:03

numbers. The GTX 1066 GB is technically

24:06

supported by the game. For these

24:07

settings, it's not playable, but nearly

24:09

20 FPS average isn't as bad as it sounds

24:11

to the old 1060. You could play on lower

24:14

settings. It's just not a good

24:15

experience. And because we're trying to

24:17

pack in as many cards as we can, we're

24:18

focusing on the directly comparable

24:20

numbers here rather than kind of tuning

24:22

for each individual card. The more

24:24

interesting way to look at this and the

24:25

1070 would be with relative scaling

24:27

numbers. The GTX 1070 leads the 1060 by

24:29

17%. Even more interesting is that

24:32

owners of the GTX 1080 Ti. 36 FPS for

24:35

ultra really isn't bad. You could drop

24:36

to low if you needed to and do some

24:38

settings tuning to make this workable.

24:40

It's also interesting since users who

24:41

sprung for the 1080 Ti could still

24:43

reasonably get some life out of it yet.

24:46

And comparing to 1060 and 1070 scaling,

24:49

this 1080 Ti has managed to hold on a

24:51

little bit longer. The 2060 KO outdoes

24:53

it though, benefiting from its more

24:55

modern hardware and running at 45 FPS

24:58

average. And to go through the 60 class

25:00

cards, the 2060 to 3060 is showing a 23%

25:02

improvement. Then the 3060 to 4060 post

25:05

a 19% uplift, with the 4060 to 5060 82

25:08

FPS average at a 24% uplift. Other

25:10

popular cards of the past include the

25:12

RTX 3070 posting an 81 FPS average in

25:15

this configuration and sitting between

25:16

the 2080 Ti and 5060. The 3080 remains

25:19

popular and held 105 FPS average with

25:22

good lows. Actually, overall, the low

25:25

scaling is relatively consistent across

25:27

the stack. Look into AMD now. The 9070

25:29

XT ran at 123 FPS average with the 9070

25:33

immediately below it. The 7900 XTX

25:35

outdoes the 9070 XT in this title by

25:37

24%, sitting between the 5070 Ti and the

25:40

5080. The 9070 GRE that we found in

25:43

China and recently reviewed in a

25:44

separate video ran at 96.5 FPS average.

25:48

about the same as the 5060 Ti. And the

25:50

9020 GRU is a really interesting card. A

25:52

lot of people didn't catch that review,

25:53

but you should go on the channel. It's a

25:54

couple weeks back and check it out. It

25:56

is an interesting one. As for the 9060

25:58

XT, predictably, that was just below the

26:00

9070 GRE at 88 FPS average. Let's move

26:03

on to the next chart. At 1440p, the 5090

26:06

has some of its performance shaved off

26:07

from the 208 FPS average at 1080p to 186

26:11

FPS average here, which shows that we

26:12

are GPU bound. That's useful data. Some

26:15

cards fall off the chart due to poor

26:16

performance from their age. The 1070

26:18

remains now at 18 FPS average, which is

26:20

really only useful as an academic point

26:22

for scaling purposes. The 1080 Ti isn't

26:25

quite hitting 30 FPS average here, so

26:27

that's struggling as well. You can

26:28

always play at lower settings, but 1080p

26:30

helps most for these cards in

26:32

particular. Up at the top, the 7800 XTX

26:34

is the closest competition from AMD to

26:36

Nvidia's 5070Ti and 5080, followed by

26:39

the 9070 XT at 100 FPS average. The 9070

26:42

XT is led by the 5070Ti by about 16%

26:46

here, and it leads the 9070 by about

26:48

7.5%. Lows for all these cards are

26:50

comparable in that neither brand has a

26:52

particular advantage in frame time

26:54

consistency over the other. Older cards

26:56

that may be interesting include the 3070

26:58

at 61 FPS average, about the same as the

27:00

4060 Ti, 2080 Ti, and 5060 on the AMD

27:03

side. The 960 XT is just ahead of that

27:06

and alongside the 7700 XT. 4K Ultra is

27:10

next. So, the top of the chart comes

27:11

down to 124 FPS average with the RTX5090

27:14

FE now, and everything else gets trimmed

27:16

below it. The 7900 XTX remains

27:18

competitive from AMD. The 9070 XT is now

27:20

almost tied with the 570Ti, but still

27:22

just behind it, and the 9070 is about

27:24

the same as the 5070 here. Owners of the

27:27

3080 will see performance similar to a

27:29

5070 with the new 9070 GRE not far

27:31

behind. Things get worse from there

27:33

without any tuning, of course. The 3060

27:35

runs at about the level of the modern

27:37

50/50, except that the 3060 was actually

27:40

kind of a respectable card, and the 1080

27:42

Ti manages to hang in there at 18 FPS

27:44

average. Not playable, but honestly,

27:47

it's better than we'd expect of the

27:48

Pascal flagship now 10 years odd. Not

27:50

bad for the 1080 Ti. This chart is with

27:52

ray tracing enabled, the cinematic

27:54

graphics preset rather than ultra 4K,

27:56

and tested with the few cards that can

27:58

kind of do it. We also threw our max

28:00

graphics settings test with the 5090 on

28:02

here just for comparison to put it

28:03

somewhere. that involved enabling DAA

28:05

and ray reconstruction alongside max

28:07

lighting. So, it's not comparable to any

28:09

of these other cards here other than the

28:12

5090 entry. And that comparison is only

28:14

that maxing the graphics out at the next

28:16

step cost about 70 plus% of the

28:18

performance. As for the comparable

28:19

items, the 5090 ran cinematic with RT at

28:21

111 FPS average, followed by the 580 at

28:24

72. That means the 590 has a lead of

28:26

56%. The 7800 XTX right at 60 fps

28:28

average, and the 9070 nonXT at 46, the

28:31

5070 about the same as that. We also did

28:33

this at 1440p in this test. The 5090 ran

28:36

at 171 FPS average, leading the 5080 by

28:38

47%. 7900 XTX was below the 5080 and led

28:41

the 9070 XT by about 16% here. The 507Ti

28:45

sits between. One last note for RT on

28:47

versus off differences. So, as we said

28:48

earlier, for most of the cards, we were

28:50

not seeing a difference beyond a couple

28:52

FPS. The 90 series, 50 series, and 40

28:55

series, no real difference. RT on versus

28:57

off. It was like a couple frames worse

28:59

with it on. But one exception to that

29:01

was we did do a quick test on the 7900

29:03

XTX with RT on versus off. And in that

29:06

instance, we saw almost up to 8%

29:08

improvement by turning RT off. So in

29:10

that situation, you wouldn't really be

29:12

able to compare results of testing with

29:14

RT on versus RT off for some of these

29:18

GPU generations. I you shouldn't anyway,

29:20

but in this case, the scaling is

29:23

greater. With an older generation card

29:25

like a 7900 XTX, we didn't go back to

29:27

the 20 series or the 30 series.

29:28

Presumably, you might see more scaling

29:30

there as well, but certainly for AMD,

29:32

they had the largest gain in RT

29:33

performance relative to themselves in

29:35

the 90 series versus the 7000 series.

29:38

So, that's it. That's as much as we

29:39

could get done inside the launch window

29:40

that we had. Sometimes we get early

29:42

access to this stuff. Sometimes we

29:43

don't. Uh, I I kind of prefer not just

29:46

because it seems like these companies

29:47

always ship a day one patch. There's

29:49

always a concern of like, has this

29:51

changed anything performance-wise? I

29:52

don't I I kind of doubt it's any serious

29:54

changes. is I mean for those who did run

29:56

tests early probably not a lot has moved

29:58

in terms of the frame rate but Pearl

30:00

Abyss for whatever it's worth did claim

30:01

that they made some performance

30:02

optimizations. We don't have before data

30:05

uh but we do have the launch data at

30:06

least that's what you've got and then as

30:07

far as Intel I mean as soon as their ARC

30:09

GPUs work in this we'll test them. It's

30:12

just from Intel this is the most direct

30:14

I've ever seen Intel be in relation to a

30:17

another business like a partner where

30:19

they just straight up said yeah Pearl

30:21

Abyss didn't let us do anything. They

30:23

wouldn't help us. we couldn't help them

30:25

and super direct from Intel. They said

30:27

they didn't get access. They gave or

30:29

offered Prolabus all kinds of

30:31

engineering resources which would

30:32

normally be programmers uh shader

30:34

programming stuff like that from their

30:36

their team and then hardware drivers and

30:39

it sounds like the I don't know for

30:40

whatever reason Prolis just did not work

30:42

with them. Now Prab Abyss this is a an

30:45

AMD sponsored title but obviously they

30:47

works with Nvidia but Nvidia has 95% of

30:49

the market so I don't know. Nvidia also

30:50

owns part of Intel though, so you'd

30:52

think maybe through that chain. But

30:54

anyway, ARC is still getting the short

30:56

straw. That's what I'm saying. It's a

30:58

lot of words to say. Intel ARC continues

31:01

to get picked on in the GPU market. Like

31:03

in the CPUs, they deserve it.

31:05

All right. They stagnated for like eight

31:08

years or something. They deserve getting

31:09

picked on in the CPUs and bullied a

31:11

little bit, but in the GPUs, like come

31:13

on. What What did Arc ever do to you?

31:15

Pearl Abyss. Maybe maybe they're really

31:17

mad about Skylake still 14 nanometer

31:20

plus++. Um yeah, the game's got I don't

31:23

know. I I was reading some of the Steam

31:25

reviews to try and see how widespread

31:26

issues are. There were a lot of

31:28

complaints about Poppins. So that seems

31:29

to be consistent with how we felt about

31:31

it. I saw some people also trying to

31:33

tune it and saying that the settings

31:35

file uh either didn't have the option or

31:37

was hashed or the option was uh not

31:39

obvious to them. And then I did see a

31:42

number of people complaining about

31:43

crashes as well online. And so that

31:45

seems like that wasn't exclusive just to

31:46

us. And just to be clear once again,

31:48

that was on three different computers

31:50

with two different GPU vendors. So it's

31:54

not a computer problem like this. It was

31:56

consistent. And it was on different GPUs

31:58

as well. So I I don't know. It's they

32:01

they seem I think they were not ready

32:03

for launch, but that seems to be the

32:04

default state for video games these

32:06

days. So it's happening again. I don't

32:09

know what card those are the cards I've

32:10

tested so far over there. I don't know

32:12

what card this is. Maybe six or seven.

32:14

It's happened twice now. This is a 5080

32:16

this time. Last time was a 60s something

32:18

or other. And uh yeah,

32:23

looks pretty good.

32:27

I like the graphics.

32:31

I think it's that looks like the DLSS5

32:35

slop filter. Oh,

32:38

it went away. Would this be a valid test

32:41

run if I run it, or do I need to wait

32:44

another five minutes to load the

32:46

save file? Anyway, I don't know how fun

32:48

the game is or isn't. We're just here to

32:49

test it for this one. And uh what we

32:52

found is that medium, high, and ultra

32:55

settings don't differentiate too much.

32:56

Ray tracing on versus off was a very

32:59

slight performance cost. With it on, it

33:01

was like, I don't know, maybe 4% was the

33:03

most we saw. Cost, meaning performance

33:05

goes down with RT on, which you would

33:07

expect. Um, we did test with it off so

33:09

that we could accommodate the tensors

33:10

without any issues. Maxing out the

33:12

lighting setting costs a ton in

33:13

performance. So, if you're the type of

33:15

person who wants to just basically max

33:16

all the settings and it's too heavy for

33:19

performance, uh, the first thing to

33:20

change down would be lighting and you

33:22

leave everything else up and that gains

33:24

you I mean it's like 30 40% in some

33:27

cases. So, it's a pretty big impact for

33:29

that particular setting. And um,

33:32

otherwise that's it for now. I mean, we

33:34

can do more on this. I wanted to get

33:36

something out relatively early uh with

33:39

the limited time we had for testing. Did

33:40

that just change color? You can uh post

33:43

your comments below if you have anything

33:44

specific you want us to test otherwise

33:46

for this game. Um but let us know what

33:48

you think. The simulation time error

33:50

charts, previously known as animation

33:51

error. Really excited about those. Got a

33:53

lot of work to do on them still. They

33:54

are experimental charts, so we're still

33:56

developing those. Um and yeah, subscribe

33:58

for more. Go to store.gamersex.net to

34:00

help out directly. patreon.com/gamers

34:02

nexus. And my thanks to Patrick on the

34:04

team for coming in to help me develop

34:05

the test plan and do the test design. He

34:08

sat with me as we worked through the

34:10

game and figured out what his

34:11

performance is like. Mike and Tannon for

34:14

coming in and relieving me of the

34:15

testing duties as soon as I got in in

34:17

the morning and then because I was up

34:19

all night running the test solo, they

34:21

took over for me. So, thank you. And

34:22

then Vitali and Tim for pushing through

34:24

on the edit and getting that done so you

34:26

all have this great video. So, thanks

34:28

for watching. Subscribe for more. We'll

34:29

see you all next time.

Interactive Summary

Gamers Nexus provides a comprehensive technical analysis of Crimson Desert's launch, highlighting it as a 'buggy mess' with significant performance and stability issues. The review covers the developers' refusal to cooperate with Intel, leading to zero support for Arc GPUs at launch, and introduces a new testing metric called 'Simulation Time Error' to measure game feel beyond simple FPS. Testing across 25 different GPUs reveals issues ranging from system-wide shutdowns and graphical glitches to severe asset pop-in and the massive performance cost of specific settings like 'Max Lighting'.

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