Greetings, everyone.
Today we’re testing the Benchmark Tool that Capcom just released for the upcoming Street Fighter 6, on my usual Ryzen 5 3600 and Nvidia GeForce RTX 3060 Ti.
My full PC specs:
-CPU: Ryzen 5 3600 (stock settings) with Coolermaster Hyper 212 Black RGB (w/2 fans, push-pull).
-Mobo: MSI B450 Gaming Pro Carbon AC.
-GPU: Gigabyte RTX 3060 Ti Gaming OC and WHQL driver 532.03.
-RAM: Kingston Fury Renegade RGB 32 GB (2x16 Dual Rank each), CL16 DDR4@3600 MT/s.
-Storage: PNY XLR8 CS3030 1TB NVMe (O.S.), Samsung 750 EVO 500 GB.
-Case: Fractal Design Meshify S2 (Intake: 2x140 Front, 1x120 Lower Front - Exhaust: 1x140 Rear, 1x120 Top/VRM Area).
-PSU: Corsair RMx 650W 80+ Gold.
-O.S: Windows 10 Pro 64bit (v.22H2).
-Monitor: AOC AGON AG251FG 1080p-240Hz.
-ReBAR and HAGS OFF.
-DSR uses 33% Smoothing.
My Full Version SF 6 testing video is here: • Street Fighter 6 Full Version PC - R5 3600... , with in depth testing of various Asset Streaming issues happening currently mostly in the World Tour mode (the game is great otherwise, though).
You can download the Benchmark Tool here: https://www.streetfighter.com/6/bench...
The software used to capture the frame time data and stuff is CapFrameX: https://www.capframex.com/, and it also needs Rivatuner Statistics Server: https://www.guru3d.com/files-details/...
Some timestamps:
00:00 - Intro and some recommendations (Shader Compilation, etc.)
01:23 - [1080p]Highest Preset, 120 FPS Limit Benchmark
08:52 - [1440p]In Game Scaling vs DLDSR, Highest Settings, 120 FPS Limit
13:43 - [4K]Highest vs Normal Settings, 120 FPS
This is a pretty simple Benchmark program here, it covers all the main aspects we will find in the full game, when it releases in a few days, which are Fighting Ground (versus battles and stuff like that), Battle Hub (where we can see other players’ avatars and initiate matches) and the World Tour (sort of the “open world” that will also be used for the main campaign of the game).
So, I think this Benchmark is pretty representative of the final product and, as we can see in the video, the game performs quite decently.
There are some small caveats and visual blemishes, typical of the RE Engine, such as the poor Screen Space Reflections, some pop-in here and there, etc., and the game seems to be lacking any form of Temporal Upscaling (so no DLSS, FSR2 or XeSS) but, overall, it is the kind of stuff that could be fixed for release or easily soon afterwards, hopefully they add some of those upscaling techniques.
As usual, I hope this can be useful to any of you, and I’ll see you in the next one : )
#StreetFighter6 #RTX3060Ti #Ryzen3600
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