Alienware Graphics Amp Part 5 – BioShock Infinite, GTA V and W10+4k=Eh


Before diving in to the next set of benchmarks, it’s worth making a note about how Windows 10 handles 4k.  The TL;DR is “not so great”.  Some things look great with Mac OS style scaling.  The desktop itself doesn’t really give any hint that you’re running at the massive pixel density of 3840 x 2160 on a 15″ panel.  But then certain apps, likely utilizing older raster APIs, require a magnifying glass.  And still other apps, utilizing probably yet again different APIs, actually render blurry.  I’ve tried to capture some of this in the images below:

desktop
Lookin’ good on the desktop at 4k!
heaven
Better have good eyes!
metro-4k-settings
Blurry, at 4k?

To be fair Windows drags along legacy code support dating back to moldy APIs like GDI and, when it comes to rendering, is a mixed bag of lots of standards over time.  Plus vector rendering has always been a “sure, why not!” rather than an enforced standard.  OSX, benefiting from the Apple “nuclear option” approach, has done a better job with adapting their Aqua and Cocoa to ultra high res, but of course they also force developers forward and will drop legacy support.  It’s a tradeoff and hopefully the Windows situation will improve over time as apps modernize.  I can’t help but think though, with Microsoft having created all new UX paradigm confusion through Windows 7 to 8 to 10 that we may be dealing with a mixed bag for a while.  Anyhow, on to the benchmarks!

BioShock Infinite

BioShock Infinite is continues to be the diametric opposite of Metro.  Where Metro leaves you crying and broken, BioShock leaves you with with your head held high!  Settings were basically 3840 x 2160 at “ultra max”.  Settings detail is included below.  The results were actually quite excellent with the 980Ti able to maintain a solid 68fps across the benchmark.  Not only playable, but above the magic 60 mark!

I captured a video of this one as well using the XBox App DVR.  Note that the video has about a 10fps hit on perf at 4k, so the video is reflecting a final result of 57fps.  Still gives a great idea of how beautiful the game looks in 4k though!

Per Scene Stats:

Scene Duration (seconds) Average FPS Min FPS Max FPS Scene Name
32.52 62.76 12.86 144.90 Welcome Center
7.09 66.71 37.59 84.01 Scene Change: Disregard Performance In This Section
21.81 66.88 33.24 116.12 Town Center
8.13 68.52 44.26 100.31 Raffle
9.09 84.40 33.62 137.05 Monument Island
3.02 89.74 48.42 116.72 Benchmark Finished: Disregard Performance In This Section
81.66 68.20 12.86 144.90 Overall

Settings Used:

StaticDecals true
DynamicDecals true
UnbatchedDecals true
DynamicShadows true
DirectionalLightmaps true
DepthOfField true
DiffusionDepthOfField false
Bloom true
Distortion true
FilteredDistortion true
DropParticleDistortion false
bAllowDownsampledTranslucency true
bUseMaxQualityMode false
OnlyStreamInTextures false
LensFlares true
OneFrameThreadLag true
UseVsync false
VsyncTo60WhenUnder30 false
UpscaleScreenPercentage true
AllowD3D10 true
AllowD3D11 true
AllowRadialBlur true
EnableSoftwareOcclusion false
EnableGPUOcclusionQueries true
EnableDepthPrePass false
bAllowWholeSceneDominantShadows true
bForceCPUAccessToGPUSkinVerts false
bDisableSkeletalInstanceWeights false
EnableScreenSpaceAmbientShadows true
EnableSPUScreenSpaceAmbientShadows true
UseHighQualityLightShaftRendering true
EnableSM5ShadowSystem true
EnableSM5ShadowBlur true
EnableLightShafts true
EnableFXAA true
EnableSM5FXAA false
EnableHDAO true
HDAOHighQuality true
DisableAOFiltering false
UseLowPrecisionColorBuffer false
UseHalfResAmbientShadows false
UseComputeShaderAmbientShadows true
bInitializeShadersOnDemand false
bEnableParallelApexClothingFetch false
SkeletalMeshLODBias 0
ParticleLODBias 0
DetailMode 2
ShadowFilterQualityBias 3
MaxAnisotropy 16
MinShadowResolution 64
MaxShadowResolution 2048
MaxPerObjectShadowResolution 2048
CullCastersSmallerThanTexels 0
ResX 3840
ResY 2160
UnbuiltNumWholeSceneDynamicShadowCascades 3
ShadowFadeResolution 128
LightFadeResolution 0
LightMinResolution 0
GraphicsQualityLevel 5
DisplayMode 1
MaxPrecachePrimitivesPerFrame 50
ApexDestructionMaxChunkIslandCount 2147483647
ApexDestructionMaxShapeCount 2147483647
ApexClothingAvgSimFrequencyWindow 60
ScreenPercentage 100.000
SceneCaptureStreamingMultiplier 1.000
ShadowTexelsPerPixel 1.273
ShadowDepthBias 0.012
ShadowDepthBiasWorstCase 0.003
CSMSplitSoftTransitionDistanceScale 4.000
CSMSplitDepthBiasScale 0.500
UnbuiltWholeSceneDynamicShadowRadius 20000.000
ShadowFadeExponent 0.700
LightFadeExponent 1.000
DecalCullDistanceScale 1.000
SM5ShadowSunWidth 0.100
SM5ShadowSunWidthWorstCase 50.000
NewShadowPenumbra 8.000
NewShadowSplitPenumbraScale 0.500
NewShadowFilterWidth 2.000
ShadowCascadeScale 1.000
NewCSMSoftTransitionDistance 600.000
NewNonCSMSoftTransitionDistance 60.000
MassiveLODDistanceBias 0.100
CullDistanceBias 0.100
StaticMeshLODDistanceBias 0.100
SkeletalMeshLODDistanceBias 0.100
ParticleSystemLODDistanceBias 0.100
DistortionFadeResolution 1.000
DistortionMinResolution 0.000
SM5DiffusionNearBlurScale 0.600
SM5DiffusionFarBlurScale 0.350
OverallTextureStreamingBias 1.500
ParticleCountHardLimitScaleFactor 10.000
MaxDistanceToApplyOcclusionRotationalScaling 5000.000
ApexLODResourceBudget 1000000020040877300000.000
ApexDestructionMaxChunkSeparationLOD 1.000

 

GTA V

GTA V provides a preposterous amount of customization including ATI and NVidia specific coding. It’s enough to be really daunting but the funny part is, most of the settings don’t seem to have massive visible impact (to my eye at least).  This test, like the BioShock test, was “ultra max”.  Or at least as close as I was able to get.  The full settings detail is included below again, but all settings were basically pushed to max except where applicable, with resolution at 3840 x 2160.  Total video RAM consumed was 4190GB, so this pushed above the 4GB mark.   Results were also actually surprisingly good with all but two of the passes averaging 50 or higher and the worst result at just a tick below 40.  More importantly minimums only dipped to a minimum of 13 and generally held above 25fps.  This is actually quite playable, but could be pushed significantly higher without impacting the visuals much (if at all).

Per Scene Stats:

Frames Per Second (Higher is better) Min Max Avg
Pass 0 13.646277 75.104530 50.821064
Pass 1 26.738440 80.633537 39.429516
Pass 2 28.072886 90.179489 53.573467
Pass 3 39.807632 81.359215 57.577740
Pass 4 21.597679 109.402603 48.290871
Time in milliseconds(ms). (Lower is better). Min Max Avg
Pass 0 13.314776 73.280060 19.676880
Pass 1 12.401788 37.399342 25.361712
Pass 2 11.088996 35.621559 18.665956
Pass 3 12.291171 25.120811 17.367823
Pass 4 9.140551 46.301270 20.707848
Frames under 16ms (for 60fps)
Pass 0 4/474 frames (0.84%)
Pass 1 1/367 frames (0.27%)
Pass 2 91/492 frames (18.50%)
Pass 3 133/536 frames (24.81%)
Pass 4 345/5474 frames (6.30%)
Frames under 33ms (for 30fps)
Pass 0 471/474 frames (99.37%)
Pass 1 359/367 frames (97.82%)
Pass 2 491/492 frames (99.80%)
Pass 3 536/536 frames (100.00%)
Pass 4 5462/5474 frames (99.78%)

Percentiles in ms for pass 0

50%            19.00
75%            21.00
80%            21.00
85%            21.00
90%            22.00
91%            22.00
92%            23.00
93%            23.00
94%            23.00
95%            23.00
96%            24.00
97%            24.00
98%            25.00
99%            28.00

Percentiles in ms for pass 1

50%            25.00
75%            27.00
80%            28.00
85%            29.00
90%            29.00
91%            30.00
92%            30.00
93%            30.00
94%            30.00
95%            31.00
96%            31.00
97%            31.00
98%            32.00
99%            35.00

Percentiles in ms for pass 2

50%            18.00
75%            21.00
80%            22.00
85%            23.00
90%            23.00
91%            23.00
92%            24.00
93%            24.00
94%            24.00
95%            25.00
96%            25.00
97%            26.00
98%            26.00
99%            28.00

Percentiles in ms for pass 3

50%            17.00
75%            19.00
80%            19.00
85%            20.00
90%            20.00
91%            20.00
92%            21.00
93%            21.00
94%            21.00
95%            22.00
96%            22.00
97%            22.00
98%            23.00
99%            24.00

Percentiles in ms for pass 4

50%            21.00
75%            23.00
80%            24.00
85%            24.00
90%            25.00
91%            26.00
92%            26.00
93%            26.00
94%            27.00
95%            27.00
96%            27.00
97%            28.00
98%            29.00
99%            30.00

=== SYSTEM ===

Windows 10 Home 64-bit (6.2, Build 9200)

DX Feature Level: 11.0

Intel(R) Core(TM) i7-6700HQ CPU @ 2.60GHz (8 CPUs), ~2.6GHz

16384MB RAM

NVIDIA GeForce GTX 980 Ti, 6342MB, Driver Version 353.84

Graphics Card Vendor Id 0x10de with Device ID 0x17c8

=== SETTINGS ===

Display 3840×2160 (FullScreen) @ 59Hz VSync OFF
Tessellation 3
LodScale 1.000000
PedLodBias 0.200000
VehicleLodBias 0.000000
ShadowQuality 3
ReflectionQuality 3
ReflectionMSAA 8
SSAO 2
AnisotropicFiltering 16
MSAA 0
MSAAFragments 0
MSAAQuality 0
SamplingMode 1
TextureQuality 2
ParticleQuality 2
WaterQuality 2
GrassQuality 3
ShaderQuality 2
Shadow_SoftShadows 5
UltraShadows_Enabled true
Shadow_ParticleShadows true
Shadow_Distance 2.000000
Shadow_LongShadows true
Shadow_SplitZStart 0.930000
Shadow_SplitZEnd 0.890000
Shadow_aircraftExpWeight 0.990000
Shadow_DisableScreenSizeCheck false
Reflection_MipBlur true
FXAA_Enabled true
TXAA_Enabled false
Lighting_FogVolumes true
Shader_SSA true
DX_Version 2
CityDensity 1.000000
PedVarietyMultiplier 1.000000
VehicleVarietyMultiplier 1.000000
PostFX 3
DoF true
HdStreamingInFlight true
MaxLodScale 1.000000
MotionBlurStrength 0.000000
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