Zombie Army 4: Dead War PC Performance Review and Optimisation Guide
Performance Scaling - All Presets Tested - RX 5700 VS RTX 2060 at 4K
Published: 10th February 2020 | Source: OC3D Internal Testing | Price: |
Performance Scaling - All Presets Tested - RX 5700 VS RTX 2060 at 4K
When going through Zombie Army 4: Dead War's graphical presets, we can see that each change in settings can benefit one graphics card provider over another. For example, the drop from High to Medium benefits Nvidia's RTX 2060 more than AMD's Radeon RX 5700, but the drop from Medium to Low grants AMD's RX 5700 a lot more performance than Nvidia's GTX 2060.
At 4K, it seems clear that Zombie Army 4 favours AMD's Radeon graphics cards, but this is not the game. Zombie Army 4 can favour both AMD and Nvidia graphics cards on a resolution-by resolution basis, highlighting how GPU performance can rely on several factors.
For graphics cards like AMD's Radeon RX 5700 and Nvidia's RTX 2060, a combination of lower graphical settings and a reduction in resolution scale will get Zombie Army 4 running at 60FPS on a 4K screen.
Most Recent Comments
Happy to see the nonbiased performance in this game. Just 2 modern APIs being used to the best degree possible and showing the barely different performance levels of competing cards.
It's also worth noting how Vulkan appears to be superior. The recent R6 Siege switch to Vulkan with Ubisoft stating better CPU performance, and having this game perform generally better with Vulkan, may actually be the fact that Vulkan is just simply faster right now overall. Plus it's also multi-platform. Seems like a no brainer currently(that is unless you want Ray Tracing). |
Khronos has made Vulkan a lot easier to develop for with recent iterations, so it will be interesting to see how things evolve. Right now, DX12 will have an advantage in the near-term if raytracing starts to see wider adoption.Quote
And technically with the wrapper, Vulkan created to help port DX12 code over to Vulkan natively, you could in theory use the RT libraries already. Though I can guarantee it'd be more complicated without the official support to build more off of the ported code.
I don't doubt they are collaborating on a RT library. It's a complicated feature and reducing the effort for developers is key for them using it anyway. Leads to better implementations, shorter development time, and less money spent. Win-Win-Win for everyone. Though again I am definitely glad you are hearing of a collaboration. I would be thrilled for that!Quote
While you aren't wrong, i'd argue RayTracing is less important than raw performance. Ray Tracing is a looooong way from being a standard feature. So i'd take the performance benefit, rather than massive performance penalties for an unequal graphical uplift.
And technically with the wrapper, Vulkan created to help port DX12 code over to Vulkan natively, you could in theory use the RT libraries already. Though I can guarantee it'd be more complicated without the official support to build more off of the ported code. I don't doubt they are collaborating on a RT library. It's a complicated feature and reducing the effort for developers is key for them using it anyway. Leads to better implementations, shorter development time, and less money spent. Win-Win-Win for everyone. Though again I am definitely glad you are hearing of a collaboration. I would be thrilled for that! |
Vulkan's lack of official raytracing support is why only one Vulkan game supports RTX, and it was delivered very late. Wolfenstein: Youngblood. This could also be a reason why id software decided to drop raytracing for DOOM Eternal, or a contributing factor at the very least.
I think the conversation is gonna change very quickly with regards to raytracing. By the end of this year, two consoles and both AMD and Nvidia will support it.
Another factor that's worth noting is that today's RTX series will always be Nvidia's worst-performing raytracing accelerated graphics cards. Future architectures will enhance raytracing capabilities (which will decrease their performance overhead) and increase their normal shading performance.
I believe that Khronos will discuss Vulkan raytracing at GDC, but it will be a while before it becomes a full part of Vulkan (likely with Vulkan 1.3).Quote
It's also worth noting how Vulkan appears to be superior. The recent R6 Siege switch to Vulkan with Ubisoft stating better CPU performance, and having this game perform generally better with Vulkan, may actually be the fact that Vulkan is just simply faster right now overall. Plus it's also multi-platform. Seems like a no brainer currently(that is unless you want Ray Tracing).Quote