Synthetics, Power Draw, and Thermals
AMD's Radeon RX 5700 series is finally getting the much-awaited custom variants and MSI is out with an entirely new lineup designed just for RDNA based graphics cards. Launched last month, the AMD Radeon RX 5700 lineup introduced very competitive prices for mainstream tier graphics cards which would go against the NVIDIA GeForce RTX lineup, now AIBs are further expanding the lineup with their non-reference variants that offer better cooling performance and higher out of box clock speeds.
The Radeon RX 5700 series uplifted AMD by bringing a modern architecture design and moving away from their GCN design. This allows AMD to bring more streamlined graphics performance in modern workloads and gaming titles. AMD was already ahead of the curve in utilizing new techs such as HBM and smaller process nodes and Navi is no exception. Aside from the new graphics architecture, AMD has also introduced GDDR6 memory and a smaller 7nm process node for their mainstream lineup which is a big update from the 14nm process on Polaris and Vega series cards.
Compared to NVIDIA's RTX 20 SUPER lineup, the AMD Radeon RX 5700 is much cheaper. The AMD Radeon RX 5700 XT is $100 cheaper than the GeForce RTX 2070 SUPER while the Radeon RX 5700 is $50 US cheaper than the GeForce RTX 2060 SUPER and costs the same as the GeForce RTX 2060 (non-SUPER). The AMD Radeon RX 5700 XT costs closer to the RTX 2070 but that card has been replaced by the new SUPER option which means that the RX 5700 XT, while positioned against the GeForce RTX 2070 SUPER is priced at RTX 2060 SUPER level.
Well, in terms of performance the AMD Radeon RX 5700 XT is supposed to be 10% faster than the RTX 2070 on average and the Radeon RX 5700 is supposed to be 10% faster than the RTX 2060 on average. The SUPER cards are almost 15% faster than their predecessors on average and since the Radeon RX 5700 series is much lower-priced, the should offer slightly better value. The biggest take away is that Radeon RX 5700 series doesn't support extra RTX features such as Ray-Tracing, DLSS that do make the RTX series a more compelling option and future-proof for next-gen titles that are going to support these features.
So we can say that the AMD Radeon RX 5700 series is great for users who are purely eyeing raw performance in gaming at better prices. The Radeon RX 5700 series is a much-needed lineup and an upgrade from the older Polaris cards but we will find out if they hold up in our tests.
So for this review, I will be taking a look at the SAPPHIRE PULSE Radeon RX 5700 XT. This card uses a brand new design which is built first for Navi GPUs. It comes with a 5 heat pipe design as well as a finned heatsink plate for VRAM and VRM cooling and uses dual fans. The card will retail at $409 US which is only a $10 US premium over the reference model.
The AMD Radeon RX 5700 Series Family
The Radeon RX 5700 series includes three graphics cards, the Radeon RX 5700 XT, Radeon RX 5700, and the Radeon RX 5700 XT Anniversary Edition. The Navi based Radeon RX 5700 series is also the first graphics lineup to feature PCIe 4.0 support which offers twice the bandwidth when compared to PCIe 3.0.
AMD Radeon RX 5700 XT Official Specifications ($399 US)
Starting with the specifications, the Radeon RX 5700 XT comes with 40 compute units in total and since AMD has already confirmed that the Compute unit design still features 64 stream processors, we will be getting 2560 stream processors in total. The AMD Navi GPU featured on the Radeon RX 5700 series comes with 160 Texture Mapping Units and 64 Raster Operation units.
The chip itself is clocked at 1605 MHz base clock but includes two additional clock speeds, a boost clock, and a game clock. The boost clock is rated at 1905 MHz while the game clock is rated at 1755 MHz. The difference between the three clock speeds is that the base clock is the target under full load (power virus), the game clock would be the traditional boost target under gaming while the boost clock is the maximum target that the card could achieve (based per chip).
With the said boost clock, AMD expects a maximum of 9.75 TFLOPs of single-precision Compute from the Radeon RX 5700 XT under its boost clock. The card also features 8 GB of GDDR6 memory which runs across a 256-bit wide bus interface. AMD will be using the latest 14 Gbps memory dies which put them on par with the Turing TU104 cards that offer bandwidth of up to 448 GB/s. The card also features two 8 pin connectors and has a total board power or TBP of 225W. The graphics card costs $399 US in reference flavors and a slight premium for the non-reference variants such as the SAPPHIRE PULSE RX 5700XT which I am testing today.
AMD Radeon RX 5700 Official Specifications ($349 US)
The second card is the Radeon RX 5700 based on the Navi Pro GPU. The reason we are not getting a Radeon RX 5700 Pro naming scheme is that it would be harder to differentiate that with AMD's pro series cards which are aimed at content creators and workstation PCs.
This card has 2304 stream processors, 144 TMUs, 64 ROPs. The clocks are maintained at 1465 MHz base, 1725 MHz boost clock and 1625 MHz game clock. At peak boost clocks, the card will be able to deliver 7.95 TFLOPs of Compute performance. The card features an 8+6 pin connector config & has a rated TBP of 180W.
Now based on the TBP numbers, this card should be put against the RTX 2070 which is a 175W TBP graphics card. It will be interesting to compare both cards in terms of efficiency since the NVIDIA Turing cards are based on 12nm FinFET while AMD is using the latest 7nm process node. The card costs $349 US for reference flavors. The SAPPHIRE PULSE RX 5700 will retail with a $10 premium at $359 US.
AMD Radeon RX 5700 XT 50th Anniversary Edition Official Specifications ($449 US)
In addition to the AMD Radeon RX 5700 XT and Radeon RX 5700, AMD also introduced a 50th Anniversary Edition variant of their Radeon RX 5700 XT featuring a black and gold shroud with frequencies of 1680 MHz base clock, 1830 MHz game clock and boost clocks of up to 1980 MHz. This variant would deliver a total Compute power of 10.14 TFLOPs and should be around 5-10% faster than the Radeon RX 5700 XT. The card will be rated at a 235W TBP.
The reference variant of the Radeon RX 5700 XT cards would feature an all-aluminum alloy shroud and backplate. Inside the card is an enhanced vapor chamber which is cooled off by a blower fan. The base of the vapor chamber makes use of graphite thermal interface material which is similar to the pads used on the Radeon VII graphics card. The PCB of the card offers a 7 phase digital VRM which AMD says is designed for overclocking. The Anniversary Edtion costs $449 US and comes in reference only flavors.
AMD Radeon RX 5000 '7nm Navi RDNA' GPU Lineup Specs:
| Graphics Card | Radeon RX 5700 XT 50th Anniversary | Radeon RX 5700 XT | Radeon RX 5700 | Radeon RX 5600 XT | Radeon RX 5500 XT | Radeon RX 5300 |
|---|---|---|---|---|---|---|
| GPU Architecture | 7nm Navi (RDNA 1st Gen) | 7nm Navi (RDNA 1st Gen) | 7nm Navi (RDNA 1st Gen) | 7nm Navi (RDNA 1st Gen) | 7nm Navi (RDNA 1st Gen) | 7nm Navi (RDNA 1st Gen) |
| Stream Processors | 2560 SPs | 2560 SPs | 2304 SPs | 2304 SPs | 1408 SPs | 1408 SPs |
| TMUs / ROPs | 160 / 64 | 160 / 64 | 144 / 64 | 144 / 64 | 88 / 32 | 88 / 32 |
| Base Clock | 1680 MHz | 1605 MHz | 1465 MHz | 1130 MHz | 1670 MHz | TBD |
| Boost Clock | 1980 MHz | 1905 MHz | 1725 MHz | 1560 MHz | 1845 MHz | 1645 MHz |
| Game Clock | 1830 MHz | 1755 MHz | 1625 MHz | 1375 MHz | 1717 MHz | 1448 MHz |
| Compute Power | 10.14 TFLOPs | 9.75 TFLOPs | 7.95 TFLOPs | 7.19 TFLOPs | 5.19 TFLOPs | 4.63 TFLOPs |
| VRAM | 8 GB GDDR6 | 8 GB GDDR6 | 8 GB GDDR6 | 6 GB GDDR6 | 8 GB GDDR6 4 GB GDDR6 | 3 GB GDDR6 |
| Bus Interface | 256-bit | 256-bit | 256-bit | 192-bit | 128-bit | 96-bit |
| Bandwidth | 448 GB/s | 448 GB/s | 448 GB/s | 288 GB/s | 224 GB/s | 168 GB/s |
| TBP | 235W | 225W | 180W | 150W | 130W | 100W |
| Price | $449 US | $399 US | $349 US | $279 US | $169 US (4 GB) $199 US (8 GB) | $129 US? |
| Launch | 7th July 2019 | 7th July 2019 | 7th July 2019 | 21st January, 2020 | 7th October 2019 | 28th August, 2020 |
Radeon RX 5700 "7nm Navi RDNA GPU" Feature Set and A Word on HW-Enabled Ray Tracing
While we would share a few tidbits of the RDNA architecture itself below, there are also some highlights we should mention for the Navi GPU. According to AMD themselves, the Navi 10 GPU will be 14% faster at the same power and should consume 23% lower power at the same clock speeds as Vega 64 GPU. The AMD Navi GPU has a die size of 251mm2 and delivers 2.3x perf per area over Vega 64. The chip packs 10.3 Billion transistors while the Vega 10 GPU packed 12.5 Billion transistors on almost twice the die space.
Also, when it comes to ray tracing, AMD is indeed developing its suite around it. According to their vision, current GCN and RDNA architecture will be able to perform ray tracing on shaders which will be used through ProRender for creators and Radeon Rays for developers. In next-gen RDNA which is supposed to launch in 2020 on 7nm+ node, AMD will be bringing hardware-enabled ray tracing with select lighting effects for real-time gaming. AMD will also enable full-scene ray tracing which would be leveraged through cloud computing.
Radeon Multimedia Engine – Seamless Streaming
- Improved Encoding (New HDR/WCG Encode HEVC)
- 8K Encode (HEVC & VP)
- 40% encoder speedups
Navi Stats
- 40 RDNA Compute Units
- 80 Scalar Processors
- 2560 Stream Processors
- 160 64b bilinear filter units
- Multilevel Cache
- 4MB L2, 512Kb L1
- 2x V$L0 Load Bandwidth
- DCC Everywhere
- Streamlined Graphics Engine
- Geometry Engine (4 Prisms Shader Out, 8 Prim Shader In)
- 64 Pixel Units
- 4 Asynchronous Compute Enginers
- Balanced Work Distribution & Redistribution
- Designed for higher frequencies at lower power
New Compute Unit Design
Great Compute Efficiency For Diverse Workloads
- 2x Instruction Rate (enabled by 2x Scalar Units and 2x Schedulers)
- Single Cycle Issue (enabled by Executing Wwave32 on SIMD32)
- Dual Mode Execution (Wave 32 and Wave 64 Modes Adapt for Workloads)
- Resource Pooling (2 CUs Coordinate as a Work Group Processor)
As you can tell, AMD is changing a lot in terms of architecture with RDNA (Radeon DNA) compared to GCN. There's a new Compute unity design, a more streamlined Graphics pipeline & a multi-level cache hierarchy. Aside from the GPU architecture, support for GDDR6 memory is another major change that brings AMD's graphics cards on par with NVIDIA in utilizing modern memory designs for higher bandwidth.
SAPPHIRE introduced their PULSE lineup a few generations ago as a more value-oriented series so that there was a nice fill in between reference and their premium NITRO+ lineup and this go around I would argue that, except for modest clocks, this PULSE is as premium their previous NITRO+ Cards
The shroud wraps the heatsink effectively and has the usual PULSE colors of black and red. The lack of glossy black accents in favor of matte black is very welcome. The red paints itself a nice accent to the branding of the line and the embedded metal grid is a nice touch to dress it up. The only complaint is that the shroud does have a bit of flex to it. The backplate extends over the side of the card but has welcome cutouts for the BIOS Switch as well as exhaust and PCIe power connector cutouts. As an added bonus of functionality to the aluminum backplate SAPPHIRE have added thermal pads to help transfer additional heat from the VRM section of the back of the PCB to the backplate for extra cooling.
The sides of the card expose the 5 heat pipes SAPPHIRE stuffed into the densely packed finned heatsink. Peeking under the heatsink we can see that the VRAM and VRM heat dissipation plate is nicely adorned with fin stacks to help dissipate heat even better since it's independent of the GPU core heatsink.
We see a return of SAPPHIRE's removable fan design making for easy cleaning of the heatsink or replacing of a dead or dying fan. They have a newly designed fan that has accents that add to the premium feel they were going for.
All of the testings were done on our Intel Z370 test bench powered by a 5GHz Core i9-9900K. We ran all tests involving DX11 through 3 paces and averaged the results of all metrics to come to the final numbers. For DX12 and Vulkan we used the latest release of OCAT at the time and ran the resulting file through our algorithm that extracts the metrics for measurement. The results are presented as Average FPS that represents where the average frame rate fell throughout the test, 1% Low which represents the lowest 1% of frames, and then the .1% low represents the bottom .1% frames. These metrics give a better understanding of overall performance rather than representing the absolute minimum frame rate as that could potentially be a random outlier, but know that the .1% can still be affected by asset loading during runs.
Test System
| Components | Z370 |
|---|---|
| CPU | Intel Core i9-9900k @ 5GHz |
| Memory | 16GB G.Skill Trident Z DDR4 3200 |
| Motherboard | EVGA Z370 Classified K |
| Storage | Kingston KC2000 1TB NVMe SSD |
| PSU | Cooler Master V1200 Platinum |
| Windows Version | 1903 with latest security patches |
Graphics Cards Tested
| GPU | Architecture | Core Count | Clock Speed | Memory Capacity | Memory Speed |
|---|---|---|---|---|---|
| Pulse RX 5700XT | Navi | 2560 | 1670/1825/1925 | 8GB GDDR6 | 14Gbps |
| NVIDIA RTX 2070 SUPER FE | Turing | 2560 | 1605/1770 | 8GB GDDR6 | 14Gbps |
| AMD RX 5700XT | Navi | 2560 | 1605/1755/1905 | 8GB GDDR6 | 14Gbps |
| NVIDIA RTX 2060 SUPER | Turing | 2176 | 1470/1650 | 8GB GDDR6 | 14Gbps |
| AMD RX 5700 | Navi | 2304 | 1465/1625/1725 | 8GB GDDR6 | 14Gbps |
| NVIDIA RTX 2060 FE | Turing | 1904 | 1365/168 | 6GB GDDR6 | 14Gbps |
Drivers Used
| Drivers | |
|---|---|
| Radeon Settings | 19.7.5 |
| GeForce | 431.60 |
Firestrike Extreme
Firestrike is running the DX11 API and is still a good measure of GPU scaling performance, in this test we ran the Extreme version of Firestrike which runs at 1440p and we recorded the Graphics Score only as the Physics and combined are not pertinent to this review.
Firestrike Extreme Graphics Score
Time Spy
Time Spy is running the DX12 API and we used it in the same manner as Firestrike Extreme where we only recorded the Graphics Score as the Physics score is recording the CPU performance and isn't important to the testing we are doing here.
Time Spy Graphics Score
Thermals
Thermals were measured from our open test bench after running the Time Spy graphics test 2 on loop for 30 minutes recording the highest temperatures reported. The room was climate controlled and kept at a constant 22c throughout the testing. The default fan curve for the SAPPHIRE PULSE RX 5700XT was much more favorable than in the past where the sound level was prioritized, this time the target is thermals and allows the card to ramp up the fan to maintain the stock 73C thermal target.
Thermals 22c Ambient
Power Draw
Power draw numbers were taken from the total system power draw by measuring with a Kill-A-Watt. We ran Unigine Valley for 30 minutes and observed the highest sustained load. Something to keep in mind when observing total system power draw is that there are times where a GPU simply being faster and requiring more from the CPU can cause the total system power draw to increase with the like of the Core i9-9900K. That said, the total system power draw is still important as it is how much power it is taking to run the system.
Power Draw From Wall
Forza Horizon 4
Forza Horizon 4 carries on the open-world racing tradition of the Horizon series. The latest DX12 powered entry is beautifully crafted and amazingly well executed and is a great showcase of DX12 games. We use the benchmark run while having all of the settings set to non-dynamic with an uncapped framerate to gather these results.
Forza Horizon 4 1440p Ultra
Shadow of the Tomb Raider
Shadow of the Tomb Raider, unlike its predecessor, does a good job putting DX12 to use and results in higher performance than the DX11 counterpart in this title and because of that we test this title in DX12. I do use the second segment of the benchmark run to gather these numbers as it is more indicative of in-game scenarios where the foliage is heavy.
Shadow of the Tomb Raider 1440p DX12 Highest
Rainbow 6 Siege
Rainbow 6 Siege has maintained a massive following since its launch and it consistently in Steams Top Ten highest player count game. In a title where the higher the framerate the better in a tactical yet fast-paced competitive landscape is essential, we include this title despite its ludicrously high framerates. We use the Ultra preset with the High Defenition Texture Pack as well and gather our results from the built-in benchmarking tool.
Rainbow 6 Siege 1440p Ultra
Far Cry New Dawn
Far Cry New Dawn brings the Dunia 2 engine back for another beating in Hope County. We test this game using the Ultra Preset and follow the built-in benchmarking tool for consistency sake.
Far Cry New Dawn 1440p Ultra
Assassins Creed Odyssey
Assassins Creed Odyssey sees a return of the Anvil Next Engine and does a wonderful job beating the daylights out of modern hardware. Because of this, we run the game at the High preset to reduce the impact that the Volumetric Clouds have on performance but it is still present to give an idea of overall gameplay performance. We take our measurements from the built-in benchmarking tool
Assassins Creed Odyssey 1440p High
Total War Three Kingdoms
Total War Three Kingdoms pulled an interesting move by leaving out DX12 this go around so we take a look at their engine being powered by DX11, and it proves to still be quite the task. At the Ultra Preset, it is able to bring even the mightiest to their knees. We took our results from the Campain option under the built-in benchmark tool.
Total War Three Kingdoms 1440p Ultra
Metro Exodus
The Metro series is no stranger to being difficult to run and Metro Exodus is no different. This time it was built with DX12 in mind first and foremost. We take our readings from the Volga mission from one side of where the train is stopped, make a stroll next to the train and down the opposite embankment as we started from. We did disable all GameWorks features for this test but had Tesselation enabled.
Metro Exodus1440p DX12 Ultra No GW
The Division 2
The Division 2 returns with the Snowdrop Engine refined and tuned for DX12 and the performance of DX12 vs DX11 is proof positive of this. We run the game at the Ultra Preset and use the built-in benchmarking tool for measuring.
The Division 2 1440p DX12 Ultra
Resident Evil 2
The Resident Evil 2 Remake was one of the most anticipated games of the year and it more than delivered. While it does have DX12 support the DX11 implementation is far superior and because of that, we will be sticking to DX11 for this title. We take our performance measurements from when Leo and Claire are first separated and as Leon, we have to make our way through the burning street, down an alleyway, and across to the Police Station gates.
Resident Evil 2 1440p DX11 Maximum
Wolfenstein: Youngblood
Wolfenstein Youngblook get's us back into the alternate history world of the Wolfenstein series and sees a return of the id Tech 6 Engine on the Vulkan API. We tested this game using the Ultra preset but ensured that all dynamic options were set to static and took our measurements from the entrance of Riverside and making a run through the streets to the first checkpoint at the keypad on the door.
Wolfenstein
Forza Horizon 4
Forza Horizon 4 carries on the open world racing tradition of the Horizon series. The latest DX12 powered entry is beautifully crafted and amazingly well executed and is a great showcase of DX12 games. We use the benchmark run while having all of the settings set to non-dynamic with an uncapped framerate to gather these results.
Forza Horizon 4 Ultrawide 1440p Ultra
Shadow of the Tomb Raider
Shadow of the Tomb Raider, unlike its predecessor, does a good job putting DX12 to use and results in higher performance than the DX11 counterpart in this title and because of that we test this title in DX12. I do use the second segment of the benchmark run to gather these numbers as it is more indicative of in-game scenarios where the foliage is heavy.
Shadow of the Tomb Raider Ultrawide 1440p DX12 Highest
Rainbow 6: Siege
Rainbow 6 Siege has maintained a massive following since its launch and it consistently in Steams Top Ten highest player count game. In a title where the higher the framerate the better in a tactical yet fast-paced competitive landscape is essential, we include this title despite its ludicrously high framerates. We use the Ultra preset with the High Defenition Texture Pack as well and gather our results from the built-in benchmarking tool.
Rainbow 6 Siege Ultrawide 1440p Ultra
Far Cry New Dawn
Far Cry New Dawn brings the Dunia 2 engine back for another beating in Hope County. We test this game using the Ultra Preset and follow the built-in benchmarking tool for consistency sake.
Far Cry New Dawn Ultrawide 1440p Ultra
Assassins Creed Odyssey
Assassins Creed Odyssey sees a return of the Anvil Next Engine and does a wonderful job beating the daylights out of modern hardware. Because of this, we run the game at the High preset to reduce the impact that the Volumetric Clouds have on performance but it is still present to give an idea of overall gameplay performance. We take our measurements from the built-in benchmarking tool
Assassins Creed Odyssey Ultrawide 1440p High
Total War Three Kingdoms
Total War Three Kingdoms pulled an interesting move by leaving out DX12 this go around so we take a look at their engine being powered by DX11, and it proves to still be quite the task. At the Ultra Preset, it is able to bring even the mightiest to their knees. We took our results from the Campain option under the built-in benchmark tool.
Total War Three Kingdoms Ultrawide 1440p Ultra
Metro Exodus
The Metro series is no stranger to being difficult to run and Metro Exodus is no different. This time it was built with DX12 in mind first and foremost. We take our readings from the Volga mission from one side of where the train is stopped, make a stroll next to the train and down the opposite embankment as we started from. We did disable all GameWorks features for this test but had Tesselation enabled.
Metro Exodus Ultrawide1440p DX12 Ultra No GW
The Division 2
The Division 2 returns with the Snowdrop Engine refined and tuned for DX12 and the performance of DX12 vs DX11 is proof positive of this. We run the game at the Ultra Preset and use the built-in benchmarking tool for measuring.
The Division 2 Ultrawide 1440p DX12 Ultra
Resident Evil 2
The Resident Evil 2 Remake was one of the most anticipated games of the year and it more than delivered. While it does have DX12 support the DX11 implementation is far superior and because of that, we will be sticking to DX11 for this title. We take our performance measurements from when Leo and Claire are first separated and as Leon, we have to make our way through the burning street, down an alleyway, and across to the Police Station gates.
Resident Evil 2 Ultrawide 1440p DX11 Maximum
Wolfenstein: Youngblood
Wolfenstein Youngblood gets us back into the alternate history world of the Wolfenstein series and sees a return of the id Tech 6 Engine on the Vulkan API. We tested this game using the Ultra preset but ensured that all dynamic options were set to static and took our measurements from the entrance of Riverside and making a run through the streets to the first checkpoint at the keypad on the door.
Wolfenstein
Overclocking the SAPPHIRE PULSE RX 5700XT resulted in a bit better core frequency that I expected without the need to dabble with the Soft Power Play Tables mod that has been getting used lately to really push the Navi core. The SAPPHIRE PULSE RX 5700XT has a 7+1+2 Phase Power Delivery allowed me to push the GPU core to a stable target of 2050MHz, I shot for 2150MHz and 2100MHz but did neither were fully stable outside of synthetics. The Memory was unstable at anything over stock, while that could improve with future driver releases but I wouldn't count on it. While looking over the results for overclocking it may seem like it's something favorable to do, the added noise (which I can't accurately test) of the fans hitting up to 94% put the card in uncomfortably loud territory for very little benefit over stock.
Firestrike Extreme
Firestrike is running the DX11 API and is still a good measure of GPU scaling performance, in this test we ran the Extreme version of Firestrike which runs at 1440p and we recorded the Graphics Score only as the Physics and combined are not pertinent to this review.
Firestrike Extreme Graphics Score
Time Spy
Time Spy is running the DX12 API and we used it in the same manner as Firestrike Extreme where we only recorded the Graphics Score as the Physics score is recording the CPU performance and isn't important to the testing we are doing here.
Time Spy Graphics Score
Forza Horizon 4
Forza Horizon 4 carries on the open-world racing tradition of the Horizon series. The latest DX12 powered entry is beautifully crafted and amazingly well executed and is a great showcase of DX12 games. We use the benchmark run while having all of the settings set to non-dynamic with an uncapped framerate to gather these results.
Forza Horizon 4 1440p Ultra
Rainbow 6 Siege
Rainbow 6 Siege has maintained a massive following since its launch and it consistently in Steams Top Ten highest player count game. In a title where the higher the framerate the better in a tactical yet fast-paced competitive landscape is essential, we include this title despite its ludicrously high framerates. We use the Ultra preset with the High Defenition Texture Pack as well and gather our results from the built-in benchmarking tool.
Rainbow 6 Siege 1440p Ultra
The Division 2
The Division 2 returns with the Snowdrop Engine refined and tuned for DX12 and the performance of DX12 vs DX11 is proof positive of this. We run the game at the Ultra Preset and use the built-in benchmarking tool for measuring.
The Division 2 1440p DX12 Ultra
Thermals
Thermals were measured from our open test bench after running the Time Spy graphics test 2 on loop for 30 minutes recording the highest temperatures reported. The room was climate controlled and kept at a constant 22c throughout the testing. The default fan curve for the SAPPHIRE PULSE RX 5700XT was much more favorable than in the past where the sound level was prioritized, this time the target is thermals and allows the card to ramp up the fan to maintain the stock 73C thermal target. The catch there was once overclocked the fans would need to ramp to 94% to maintain a similar thermal margin for very little gains in performance.
Thermals 22c Ambient
Power Draw
Power draw numbers were taken from the total system power draw by measuring with a Kill-A-Watt. We ran Unigine Valley for 30 minutes and observed the highest sustained load. Something to keep in mind when observing total system power draw is that there are times where a GPU simply being faster and requiring more from the CPU can cause the total system power draw to increase with the like of the Core i9-9900K. That said, the total system power draw is still important as it is how much power it is taking to run the system.
Power Draw From Wall
Wait for the aftermarket cards. That's what I've seen plastered in comment sections everywhere. While the SAPPHIRE PULSE RX 5700XT may not have had the results I expected once overclocked and the performance at stock been only marginally better than the reference model I can't deny the fact that this was a much better overall experience than the reference model. SAPPHIRE designed a card that took the Navi core and wrapped it in its design that not only performs as expected but does so at a whisper, unlike the reference model. Coming in at only a $10 premium over there reference edition it may not be made of solid aluminum nor had a dent in it, but at this point, I can't imagine any reason, outside of the absolute need for a blower or plans to watercool, why anyone would even consider the reference model.
At $409 for the SAPPHIRE PULSE RX 5700XT and $359 for the 5700 non-XT variants, SAPPHIRE has completely shifted the focus off the reference models in the best way possible. They have crafted a card that performs admirably at 1440p, but Ultrawide 1440p would demand a bit more if that is your cup of tea.
I'll be visiting SAPPHIRE's updated TriXX software including their new TriXX Boost that combines resolution manipulation with Radeon Image Sharpening to tune up performance with a minimal impact on visuals, should be interesting.
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