For the six games we tested, the RTX 3070 outpaces the RX 6700 XT by nearly 200% - the lead is 172% at 1080p and 205% at 1440p. Turn on DLSS Quality and it goes from bad to worse. The overall lead ends up at just under 50% in favor of the RTX 3070 at both 1080p and 1440p, with a range of 6% ( Godfall) to 121% ( Minecraft). The 3070's lead grows substantially with RT enabled, and that's before taking into account Nvidia's DLSS (Deep Learning Super Sampling), which can boost performance by 30-50% or more without any noticeable loss in image fidelity.Īcross our 10-game DXR test suite, the RX 6700 XT only gets close to the same performance as the RTX 3070 in the AMD-promoted Dirt 5 and Godfall. Things only get worse for AMD when we look at games that support ray tracing. That means, all told, we tested with six games promoted by AMD versus four games promoted by Nvidia, and Nvidia still came out ahead (barely). Final Fantasy XIV, Metro Exodus, and Shadow of the Tomb Raider were Nvidia promoted games. While we're on the subject, for the record, The Division 2, Dirt 5, Far Cry 5, and Strange Brigade were also AMD-promoted games. The flip side is also true: Watch Dogs Legion and Metro Exodus are Nvidia promoted games that favor the 3070 more. Valhalla and Borderlands 3 are both AMD promoted games, so those results generally aren't typical.
There's a catch, naturally: Valhalla is the first game in the Assassin's Creed series to utilize DirectX 12, and we know from experience that it's entirely possible for a developer to favor one GPU over another with low-level APIs. That doesn't mean Nvidia wins every game, however, and a few games strongly favor AMD - Assassin's Creed Valhalla, Borderlands 3, and Forza Horizon 4 all go to the RX 6700 XT, with Valhalla showing a 26% deficit. Overall, 1080p ends up effectively tied, with the RTX 3070 posting a negligible 1% lead. The actual pixel rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.All of the games were tested without ray tracing enabled (if it's supported), so we're looking at traditional rasterization performance. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. Pixel rate is worked out by multiplying the amount of Raster Operations Pipelines by the the core clock speed.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly record to its local memory in a second - measured in millions of pixels per second. It is measured in millions of texels processed per second. The higher the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). This number is worked out by multiplying the total number of texture units by the core speed of the chip. Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed per second. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions. The better the bandwidth is, the better the card will be in general. In the case of DDR type memory, it should be multiplied by 2 again. It is calculated by multiplying the card's bus width by its memory clock speed. Memory Bandwidth: Memory bandwidth is the max amount of information (in units of megabytes per second) that can be transferred past the external memory interface within a second.