Assassins Creed: Mirage - PC graphics performance benchmark review

Game reviews 127 Page 4 of 9 Published by

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VRAM, DLSS/FSR/XeSS performance, Benchmark Videos Raytracing ON-OFF

Graphics memory (VRAM) usage

How much graphics memory does the game use in comparison to your display resolution with different graphics cards and VRAM sizes? So, have a look at the figure below, which compares the three primary tested resolutions. The chart's mentioned MBs represent the measured utilized graphics memory throughout our testing. Remember that these are never absolute values. Graphics memory utilization in games can vary depending on the game setting, activities and track. Once you begin to walk around in-game, this game will eat graphical memory; memory consumption is dynamic and can alter at any time. The greater the use, the denser and more complicated the scene (for example, entering a scene with a lot of buildings or plants). With your settings close to the maximum "Ultra," this game strives to keep under the 8-9 GB mark in Ultra HD. We consider 8GB to be a reasonable starting point for any standard graphics card. 


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Adaptive Supersampling: DLSS/FSR/XeSS

To be sure, you have to look closely at times to discern the difference between performance with enabled super sampling techniques. below the GeForce RTX 4090, Radeon RX 7900 XTX and Intel ARC 770

 

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Video benchmark examples to visualize image quality

Below I have recorded several sets of benchmark runs; the videos are recorded at 3840x2160 (Ultra HD). Watch and see if you can spot the differences in between the tradition rasterized shading engine, and the DLSS, FSR enabled.

Note: the internal benchmark currently has a bug, if you look at the hands of people, sometimes the polygons explode. This behaviour we've seen on both AMD and NVIDIA graphics cards. Hopefully with the next patch that'll be fixed.  

Above: default shading rasterizing (RTX 4090)

Above: + DLSS 2.0 enabled (RTX 4090)


Above: FSR 2.0 enabled (RX 7900 XTX)

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