Neuer Benchmark: GameTechBench Unreal Engine 5 GPU-Benchmark. Community-Ergebnisse!

AthlonXP

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Ein neuer Benchmark zur Messung der Leistung heutiger und zukünftiger GPUs ist verfügbar. GameTechBench versucht, sich von synthetischen Benchmarks zu lösen und die Spieleleistung so realistisch wie möglich zu messen. Basierend auf einer beliebten Grafik-Engine, die in vielen AAA-Spielen verwendet wird, unter Einsatz echter Spieleentwicklungstechniken und in einer realen Spieleumgebung liefert dieser Benchmark eine zuverlässige Messung der Leistung deiner GPU in Spielen, die die neueste Technologie nutzen – heute und in Zukunft. Dabei setzt er auf die neuesten Funktionen der Unreal Engine 5 und berücksichtigt gleichzeitig bewährte Methoden der Spieleentwicklung, um trotz der hohen grafischen und technologischen Anforderungen optimierte Leistung zu gewährleisten.

Dieser äußerst anspruchsvolle Benchmark wurde entwickelt, um aktuelle GPUs an ihre Grenzen zu bringen – und auch zukünftige GPUs herauszufordern. Dadurch bleibt er über mehrere Jahre hinweg relevant und ermöglicht langfristige Leistungsvergleiche. Du kannst Raster-Tests (Software Lumen), Ray Tracing (Hardware Lumen) und Path Tracing (professionelles Offline-Rendering, vergleichbar mit V-Ray, Corona, Blender usw.) durchführen.


Zusätzlich sind in den Benchmark-Leaderboards enthalten, die die durchschnittlichen Ergebnisse der Nutzer für verschiedene GPUs zeigen. So erhältst du einen einfachen Überblick über die Leistung aller GPUs und kannst deine eigene mit anderen vergleichen. (Nur verfügbar für Ray Tracing und Path Tracing).

Aktuell gibt es eine kostenlose, auf 1080p limitierte Demo-Version sowie eine kostenpflichtige Vollversion für 3-4 €. Ab Anfang März wird das Modell jedoch auf ein Free-to-Play-System mit einer kostenpflichtigen "Pro"-DLC-Version umgestellt. Die kostenlose Version wird außerdem an bestimmten Tagen (am 1. und 15. jedes Monats) in vollem Umfang nutzbar sein, ähnlich den "Free Weekends" mancher Spiele. Zudem kannst du beim ersten Start die Vollversion einmal kostenlos testen. Wer die kostenpflichtige Version bereits erworben hat, behält natürlich den vollen Zugriff.

Empfohlene GPU: RTX 2000 oder gleichwertig oder besser.

Wie schnell laufen die leistungsstärksten Grafikeinstellungen auf deinem PC? Lasst uns unsere Scores und Daten teilen!


Zum Test: Steam: https://store.steampowered.com/app/3309720/GameTechBench/


Copyright by @VUGT

Bei Fragen und Anregungen bitte eine Nachricht an den Entwickler @VUGT
 
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Habe die Demoversion bei Steam installiert. Beim Start erscheint anch kurzer Zeit eine Meldung dass es ein Update gibt und der Benchmark wird wieder beendet.

Bei Steam konnte kein Update gefunden werden und auch die Dateiübrprüfung findet keine Fehler.
 
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Ich habe es mal weitergeleitet an @VUGT
 
The developer over here!

Greetings, everyone! I'm very happy to see a post about my benchmark in this great community. Many thanks to @AthlonXP !

Unfortunately, I don't speak German and won't be able to participate much in the post, but I'll be happy to answer any doubts and questions, if you are curious, or try to help as much as possible, though I can only do so in English (I hope to not disturb you).

I sincerely hope that you enjoy the benchmark and that it brings you something fresh, and that you share your results with the community!


F1database schrieb:
Habe die Demoversion bei Steam installiert. Beim Start erscheint anch kurzer Zeit eine Meldung dass es ein Update gibt und der Benchmark wird wieder beendet.

Bei Steam konnte kein Update gefunden werden und auch die Dateiübrprüfung findet keine Fehler.

Hi @F1database ! It should have been fixed since around 21-22h Berlin time yesterday; when did you try it? It was my fault because I didn't update the Demo version, which had an internal expiration date set for yesterday, but I fixed it last evening (sorry, the post was awaiting approval). Please, could you check if the issue still persists? Sometimes Steam doesn’t detect updates until you fully restart it.
 
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@VUGT I tried the Demo on my Radeon VII and I got avg 25 FPS....I didn't know what to expect, but it did run without problems....just a few stutters.

19.0 avg FPS on my Dell XPS 17 with RTX 4060 and 13700H.
Could be more, but I had to limit power to keep it from overheating.

My question is: What is the goal for this Benchmark?

I can use 3DMark Benchmarks with a lot more data to compare my system to.

It will be hard to establish the same reach with this Benchmark. Making it hard to sell in the first place.

It could be a nice tool to test different Options and observe the impact on visuals and performance. But having different Options ruins the "compare to others" aspect of the benchmark.... Even less systems using the same options to compare to.

It is UE5, but every game is different. And Gameplay is very different.
In a game you will most likely be running, interacting, quick camera movements, camera shake from first person walking or 3rd person view, barely any camera jumps, effects like sparks, flash, magic...world streaming when traveling.....etc

This benchmark features a slowly gliding/flying kamera. It jumps positions...positions nearby, there are no effects, no sudden movements.

So I don't think it is representing what to expect when playing an UE5 game.

Other then the absolut uglyness of the image.

I don't know if you are using an film grain effect, or if it looks that way because of Lumen?
I really don't like everything to look grainy.

And I hate a blurry image.
This benchmark is blurry all over the place. And the depth of field effect is going on top of that.
Might be TAA+ Low FPS at work, but it looks like 320p upscaled to 1080p.

I tried to determine if the texture quality is any good, but I could not tell because of the blur.

I don't want to hate to much, but it is ugly as hell(my personal opinion. I know of some other users on Computerbase, who love a blurry TAA image)... I would refuse to play a game looking like this.

The szene is well crafted! Nice details, the car parts, the dirt, dust?, ...all very detailed and I'm sure it was a lot of work.

But you can't really see any of that because of the reasons above.

So my conclusion:
-being UE5 + Lumen is relevant for a lot of new games
-Ugly to look at(blur/grain)
-there are other synthetic benchmarks, that offer more user data to compare to.(hard to change that)
-other benchmarks do serve the same function...comparing GPU Performance.(But nice to have in UE5)
-It's not representing what players are doing in a real game...this is a cut szene simulation.

I know that this is the way, a lot of benchmarks are done. Even most "in game benchmarks" are doing it this way.
That is why good Reviews are using "in game testing" and rarely the integrated benchmarks.

To make it kind of unique, it should represent what it is that happens in a real game....just skripted to be repeatable and hopefully consistent. This is very hard to do without a real game as a foundation.

To offer something new, you could offer a lot of toggles for features etc.
And make the benchmark pausable.
So that someone could pause it and switch different options on the fly...best if there is a magnifying glas to look closer without "zoom".
Maybe optional having a short time period on repeat, because with TAA/AI-upscaling, there is a different image and performance in motion.

I hope you aren't insulted... It is meant as constructive criticism. :)
 
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Hi @Baal Netbeck ,

Haha, don’t worry, all feedback is constructive. I’ll try to respond to everything to explain the reasoning behind each thing, my perspective, and invite you to share your opinions, as there’s always a choice between A or B. Unfortunately, not all can be chosen at once, and I’ve tried to find the best balance possible.

Baal Netbeck schrieb:
I can use 3DMark Benchmarks with a lot more data to compare my system to.


Making it hard to sell in the first place.

More data to compare, for now (it depends on you!) 😋

However, I think my benchmark offers a more reliable, straightforward, and user-friendly comparison system. You can even check the relative performance of any GPU (just by clicking on it) against others, interactively:
Captura de pantalla 2025-03-03 15.52.41.png

Captura de pantalla 2025-03-03 15.53.00.png


Regarding sales, there’s also a Free version (which will become even more complete). You don’t need to buy it unless you want full insight into your GPU, whenever and however you like, with all the commodities. That being said, the full version—sounds presumptuous, but if I don’t say it myself…—is, in my opinion, better than what 3DMark or any other standalone benchmark offers:
  • Less synthetic, more like an actual game.
  • Faster and straight to the point.
  • Provides more real-time info on hardware and performance.
  • Technologically more advanced.
  • Uses a real game engine. Not just any engine, but one that’s widely adopted and highly advanced—the only logical choice if you had to pick just one.
  • The scene is richer and more detailed.
I might be forgetting some aspects, but I’d say it outperforms them in pretty much everything (except for database size, which depends on users like you, and web-based data, which I don’t think is necessary given everything else).

Baal Netbeck schrieb:
It is UE5, but every game is different. And Gameplay is very different.
In a game you will most likely be running, interacting, quick camera movements, camera shake from first person walking or 3rd person view, barely any camera jumps, effects like sparks, flash, magic...world streaming when traveling.....etc

This benchmark features a slowly gliding/flying kamera. It jumps positions...positions nearby, there are no effects, no sudden movements.

So I don't think it is representing what to expect when playing an UE5 game.

I know that this is the way, a lot of benchmarks are done. Even most "in game benchmarks" are doing it this way.
That is why good Reviews are using "in game testing" and rarely the integrated benchmarks.

I’d say this is the closest standalone benchmark to an actual game:
  • It runs on a modern engine, one that’s widely used in the industry.
  • It features enough assets to build a full-fledged game.
  • It incorporates cutting-edge technologies like Nanite, Lumen, and Megalights—the most impactful on GPU performance and the ones that will see increasing adoption in future games.
Of course, every Unreal Engine 5 game has its quirks, but this is the most general, common setup, making it the most representative and extrapolatable to real games. Other benchmarks don’t use modern engines, aren’t industry-standard, and lack the assets needed to simulate a complete game environment.

Now, about it being a controlled cinematic—yes, that’s true, but the impact on results is minimal, if any. This benchmark is designed to measure GPU performance, so visually, you can get a very clear idea of how your GPU handles top-tier Unreal Engine graphics.

Sure, other games might be larger, have level-loading times, or feature anywhere from 1 to 1,000 NPCs, but that wouldn't reflect GPU performance a lot. That would be more about CPU, SSD, and RAM limitations—which this benchmark isn’t meant to measure (right now, at least).

In fact, if a game stutters due to CPU or SSD loads, you’ll always experience those stutters, even if you upgrade those components (they’ll just reduce them). But if you want to improve general smoothness when the game isn’t freezing up for loading, the main component is usually the GPU (except on high CPU demandant games). That’s precisely what this benchmark is designed to evaluate: how well your GPU can handle a high-fidelity Unreal Engine 5 environment in real time, regarding only graphics.


Baal Netbeck schrieb:
It could be a nice tool to test different Options and observe the impact on visuals and performance. But having different Options ruins the "compare to others" aspect of the benchmark.... Even less systems using the same options to compare to.

And I hate a blurry image.
This benchmark is blurry all over the place. And the depth of field effect is going on top of that.
Might be TAA+ Low FPS at work, but it looks like 320p upscaled to 1080p.

I tried to determine if the texture quality is any good, but I could not tell because of the blur.

I don't want to hate to much, but it is ugly as hell(my personal opinion. I know of some other users on Computerbase, who love a blurry TAA image)... I would refuse to play a game looking like this.

I understand that last sentence, but I hope you find this useful as a benchmark, however :P

Some gameplay focused-subject sharp (I think!) images during free walkthorugh (cinematic has bigger focal length, for dramatic and artistic purposes, but you should center your vision in the focused center of screen):
Captura de pantalla 2025-03-03 15.48.55.png

Captura de pantalla 2025-03-03 15.51.59.png


It’s possible that an in-game menu will be added later (for the walkthrough section - which also measures instant FPS - so that the cinematic measurements are still done under the same conditions, without too many options), so you can compare the quality and performance differences. But this would only be for those curious; that is, with the "fixed" setting that’s already in place, the relative performance difference between GPUs is already being measured, and with different options, the difference would remain the same (assuming equal graphic settings, of course). That is, in the end, this is a benchmark, not a customizable game, and its purpose is to measure the performance difference between GPUs. Objectively, I think it does that very well (although that doesn’t mean I won’t keep adding lots of extra things over time, like I have been doing!).

Indeed, there are DOF and noise effects, which I thought added realism and believability to the image, making it more cinematic. In a "game," it has to be a bit more exaggerated than in movies, precisely because of the image "base," which will never be as sharp as a 4K filmed movie. So, to make it "noticeable" and achieve a cinematic effect, it needs to be slightly enhanced (also because some people know that real-time DOF is tricky, and I wanted to highlight the good result achieved). Removing the noise and DOF makes the image feel much more like CGI, and removing TAA results in visible pixels and jagged edges in modern games. But as mentioned, I think it’s a matter of taste (it would be good to survey people to see if everyone shares their opinion on this in the thread), and this could be applied to future scenes or modified in the current one over time (as long as it doesn’t affect the benchmark’s performance, so as not to invalidate previous results) when I get a general opinion from all of you. In fact, on another well-known forum, I asked for general feedback from users. In the end, I care more about what you guys like than what I like.

In any case, I understand there are opinions for all tastes, and if this were a game, of course, there would be a very complete options menu to disable DOF and TAA, for example. But since the goal was to measure GPU performance using the same graphic settings, the artistic decision that seemed most balanced was made, but there could only be one.

Here are some comparisons via a slide (clic on it) with effects (DOF + Grain + TAA) versus without effects (I’ve also included the latest comparison of TAA vs NoAA. Do you really notice a big difference? And, in real-time, there are a lot of flickering pixels with NoAA):

Captura de pantalla 2025-03-03 15.19.01.png

PS: Were you running the 1080p benchmark in a higher resolution screen?

I’m looking forward to any additional comments in case there’s something else to dive into!

Thank you very much and best regards!
 
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The new approach has begun (Free-to-play + 'PRO' DLCs)!

It has a free version, as always, but now expanded: until the 14th, full free access to the PRO version to celebrate the change! Also, on the 1st and 15th of each month (subject to change). Don't miss the opportunity!

Additionally, the PRO version, unlocked via the paid DLC, will be on sale for some days with a 25% discount! (If you previously purchased the game, you will automatically own the DLC)

Let's share your results now!
 
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Just for fun and because I like doing benchmarks - some results from my small RX 9070 build. Optically for me the whole benchmark isn't very attractive to watch unfortunately, probably because of the stylistic choices, the boring scenery and the washed out colors (matching the boring scenery, I guess 😅).

And the pathtraced offline test crashed the driver of my RX 9070, so no result here.

System: RX 9070 OC, 5600
1.920 × 1.080, „Raytracing (HW Lumen)“, AVG-FPS: 62,0
2.560 × 1.440, „Raytracing (HW Lumen)“, AVG-FPS: 44,5
3.840 × 2.160, „Raytracing (HW Lumen)“, AVG-FPS: 24,2

GameTechBench   14.03.2025 21_58_04.jpgGameTechBench   14.03.2025 21_54_12.jpgGameTechBench   14.03.2025 22_01_24.jpg
 
msv schrieb:
Just for fun and because I like doing benchmarks - some results from my small RX 9070 build. Optically for me the whole benchmark isn't very attractive to watch unfortunately, probably because of the stylistic choices, the boring scenery and the washed out colors (matching the boring scenery, I guess 😅).

And the pathtraced offline test crashed the driver of my RX 9070, so no result here.

System: RX 9070 OC, 5600
1.920 × 1.080, „Raytracing (HW Lumen)“, AVG-FPS: 62,0
2.560 × 1.440, „Raytracing (HW Lumen)“, AVG-FPS: 44,5
3.840 × 2.160, „Raytracing (HW Lumen)“, AVG-FPS: 24,2

Anhang anzeigen 1596083Anhang anzeigen 1596082Anhang anzeigen 1596084
Thank you very much for sharing your results, @msv!

Some hard words over here! Hahaha. Don't worry, I really hope it's just a matter of taste and that other people like it :P (BTW, have you tried the free walkthrough to make it funnier?)

PS: AMD and Intel GPUs seem to have issues specifically with Unreal's Path Tracing, which is only used in the Path Tracing test. (However, the 7900 series was running it fine, so it seems to be a driver-related issue). Could you report it to AMD, please? The more noise we make, the more likely they will pay attention. Being fully compatible with Unreal 5 seems like a must-have.
 
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@VUGT You‘re welcome, if there is a new benchmark to run, you always can count me in 😅.

And sorry for the harsh words, I only tried to be honest to help you to further improve your benchmark - from my little perspective 😁.

When I’ll run it the next time on my RX 9070 build, I’ll report the crashed driver to AMD. Already thought this could be a specific problem with the new cards, since I saw some pathtraced offline results for the RX 7900 cards in the overview screen.
 
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msv schrieb:
@VUGT You‘re welcome, if there is a new benchmark to run, you always can count me in 😅.
We are similar, then 😂

And don't worry, any feedback is always welcome! BTW, have you tried the Free Walkthrough mode, to see if you enjoy it more?

Oh, and I hope you all like the new menu's background! And interactive smoke ring:
hhqhOoF.jpeg
 
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Remember today night will start the first free PRO day of the month, with all features unlocked even for free users!
 
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