Gaiff
SBI’s Resident Gaslighter
Not how it works. Just because the difference increases from non-RT to RT doesn't mean you're no longer CPU-limited.Bringing up CPU as a bottleneck when the 4090 v. 7900xtx is performing 35% faster 1080p RT compared to 14% faster at 1080p/non RT, or when 4070ti v. 7900xtx goes from 2% faster at 1080p RT vs 10% slower at 1080p/non RT all while the CPU is being controlled for as a constant is just poor logic and ignorance. Sorry gotta call it what it is.
I mean, look at this:
We go from 38% faster to 55% faster. The 4090 is still CPU-limited at 1080p RT, even more without it. Once again, the 1080p benches feature a myriad of tests where rt barely has an effect on performance because its usage is minimal, and even with it, you are largely CPU-limited, hence why you see only 35% at 1080p but then over 50% at 4K. I told you to use the path tracing tests because the GPU load is so damn heavy that even at 1080p, a halfway decent CPU won't be the limitation. You can choose to ignore them, but they're far more representative of pure ray tracing performance than tests that include games with only RT shadows.
Look at Far Cry 6 as an example. At 1080p, the ray tracing impact really isn't that big with a 21% performance loss.
But then compare that to F1 2022.
60% performance loss. The distribution is very wide so taking the average without the games doesn't actually show the real picture, even at 1080p because those tests tend to take 4-5 games and one outlier can throw all the results out of whack.
I said RDNA RT does not scale 1:1 with CU.
Which is fine, but your conclusion that the scaling is 35% performance for 60% more CUs fails to acknowledge the 53% at 4K. Clearly, there isn't a single data point there. There are multiple and you can't just run with one and ignore the others, pretending that CPU limits don't matter but then turn around and say that the memory config is the problem at 4K.
I'm simply saying that it's true that the scaling isn't 1:1, but this also depends on the scenario. There isn't a one-size-fits-all answer as demonstrated by the different results we get. For the record, I don't think this argument is particularly useful when it comes to RDNA4 and how the PS5 Pro will perform in ray tracing. Way too many unknowns and using a bunch of PC benches with bad implementations and APIs won't even begin to tell us the real answer.