Average FPS
Even in 1080p we do not quite reach the CPU limit with native resolution. I won’t be testing in 720p, though. I think that we can already see the end of the line here as well. The 256 FPS is most likely the limit of Frame Generation. If you take the base of 116 FPS and calculate the additional performance due to DLSS 3.0, then the factor is a whole 2.2 in the best case – interesting.
Frame Times, Variances and Percentiles
Latencies
Also, the native latency – without Reflex – is better than with Frame Generation. If you take a closer look at the 1% low, almost all of them with Frame Generation are above the native latency with Reflex off. This is not really better than native without Reflex. Because always looking at the average is not the golden way. The scattering can already become a problem. For this reason, I cannot recommend Frame Generation for eSports games like CoD, Overwatch, CS:GO, etc. under any circumstances.
- 1 - Einführung und Testsystem
- 2 - Cyberpunk 2077 @ 2160p
- 3 - Cyberpunk 2077 @ 1440p
- 4 - Cyberpunk 2077 @ 1080p
- 5 - A Plague Tale: Requiem @ 2160p
- 6 - A Plague Tale: Requiem @ 1440p
- 7 - A Plague Tale: Requiem @ 1080p
- 8 - Bright Memory: Infinite @ 2160p
- 9 - Bright Memory: Infinite @ 1440p
- 10 - Bright Memory: Infinite @ 1080p
- 11 - Spider-Man Remastered @ 2160p
- 12 - Spider-Man Remastered @ 1440p
- 13 - Spider-Man Remastered DLSS vs. FSR vs. XeSS
- 14 - Zusammenfassung und Fazit
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