

Modern Warfare 2019 (DirectX 12) – the proper tech demo for raytracing and a prelude to what can be in the next generations of games.


With those in mind we have chosen these games as our benchmarks of choice: A game has to have a sizable, long-standing player-base.A game has to be a technological demonstration of its platform.A game has to be a popular representative of its genre.I personally have 3 criteria that a game has to meet before I use it as a benchmark: How We Test Games: A Preludeīefore we start benchmarking, we have to choose the games we benchmark with. We covered much of the detail of how we test a couple of years ago in our methodology article and this piece is aimed to updated that with more detail. In this article, we’ll share with you more details about how we benchmark graphics cards and CPUs to measure gaming performance. The high average which is close to the maximum FPS leads us to believe there is some capping involved and the very low FPS is something that needs to be detailed further by the reviewer to give context to what the results mean. The chart above shows us en example of a very confusing chart. But let’s isolate the data first and give context to what we have right here. To give context to how good a card is, we match it to set number of graphics card of course. The first one of course is the go-to results for most of tech readers, which is the average FPS. In the chart above we can see a couple of things. With the rise of FCAT and frametime testing came the realization of the tech community that FPS average numbers don’t show the entire picture but this method is wholly reliant in a benchmark that is actually reliable. While FPS results showed us a basic idea of how graphics card perform in each game, it does not show the full picture of what the experience we liked. A few years ago, frametime testing was introduced to the tech media which allowed us to analyze far more than the average FPS performance in games.
