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Hogwarts Legacy Benchmark Test & Performance Analysis

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The point is, it's preferred cause it looks better.
I think you missed the point. Better looking or not, movies don't need to be rendered at 60+ frames per second. In real time graphics (that is, games) just because something looks better it doesn't mean it is better.
 
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I think you missed the point. Better looking or not, movies don't need to be rendered at 60+ frames per second. In real time graphics (that is, games) just because something looks better it doesn't mean it is better.
The argument was nvidia uses RT to sell more graphics cards. OBVIOUSLY,, since movie studios are using RT, there most be other reasons for using it other than "wants to sell gpus". That's my point all along.


You think 10 - 15 years from now we are going to be playing raster games? Probably not. But there needs to be a slow transition, do you expect 10 years from now nvidia to go from a card with no RT whatsoever to a card that gets 200 fps at full ray traced games?
 
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The argument was nvidia uses RT to sell more graphics cards. OBVIOUSLY,, since movie studios are using RT, there most be other reasons for using it other than "wants to sell gpus". That's my point all along.


You think 10 - 15 years from now we are going to be playing raster games? Probably not. But there needs to be a slow transition, do you expect 10 years from now nvidia to go from a card with no RT whatsoever to a card that gets 200 fps at full ray traced games?
I'm not talking about the future. What will come will come and I'll welcome it. As for the present, if X game runs at 90 FPS with full raster and at 20 FPS with RT, then raster is obviously better.
 

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I'm not talking about the future. What will come will come and I'll welcome it. As for the present, if X game runs at 90 FPS with full raster and at 20 FPS with RT, then raster is obviously better.
FSR certainly hurt their marketing machine trying to sell that only Nvidia could do raytracing (Via DLSS)

Turn the quality down so you can turn the quality up!
 
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FSR certainly hurt their marketing machine trying to sell that only Nvidia could do raytracing (Via DLSS)

Turn the quality down so you can turn the quality up!
According to hwunboxed, native turns the quality down. Not my words,, theirs. Or - their graph
 

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Patch released. Supposedly brings performance improvements and attempts to minimize Traversal Stutters among other things. Patch Notes behind the Spoiler Tag:


Hogwarts Legacy June 2nd Patch Notes​


Bug Fixes
Gameplay
Missions​


  • Resolved quest failing to progress upon starting the final battle
    with the Pensieve Guardian
  • Resolved Percival Rackham’s Trial not being able to be completed
    causing a progression blocker

Cinematics​


  • Resolved avatar using a generic NPC wand instead of their unique wand

Avatar​


  • Resolved the avatar’s robe moving unnaturally while drinking the
    potion if they are created immediately after making a manual save on another character’s slot

Achievements/Trophies​


  • Resolved large gold chests being lootable after patching
  • Resolved achievements not working correctly when no internet
    was available
  • Also resolved Gregory and Goblet of fire field guide pages not showing complete after latest patch
  • Resolved with Daedelian Key and not being able to open chest to
    get house reward
  • Resolved “Allow “Known” Collection items to count correctly
    towards proper achievements

UI​


  • Updated localization overlapping issues related to location names
  • Resolved quest tracking icon remaining on map and minimap after the quest is completed
  • Resolved intro outfit and robe being available in your gear appearances by default
  • Also resolved untracking missions in-game, in the map and/or mini-map not updating their icons and/or disappearing
  • Resolved the user getting stuck on the ‘Field Guide’ screen if they spam the [MENU] button while transitioning to the ‘Map’ screen

Save Game​


  • Resolved restarting from a manual save can place Sir Nicholas at the mission’s starting point
  • Resolved player being able to permanently lock themselves out of the conversation with Natsai when using a manual save during a mission
  • Also resolved avatar being able to unlock the talent menu during a mission after reloading a manual save
  • Resolved reloading an autosave after gathering any collection chest allows the avatar to obtain the same chest rewards again

Performance​


  • Resolved a crash when fast traveling to Hogsmeade using floo flames
  • Optimization to overall lighting
  • Resolved crash during level and mission transitions/loading
  • Resolved a crash when opening and closing pause menu during missions
  • Also resolved crash related to foliage
  • Resolved a crash when ornate chests in the game
  • Resolved a crash related to in game beacons
  • Also resolved memory optimization
  • Resolved single-frame hitching throughout the game
  • Resolved localization crash when dictionaries are reloaded from a save game
  • Also resolved landscape streaming issues during Hogwarts
  • Resolved crash VRAM memory leaking
  • Update to latest NVIDIA Streamline SDK

Miscellaneous​


  • Resolved improper shadowing around the vines of dungeons
  • Update to game credits
 
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Patch released. Supposedly brings performance improvements and attempts to minimize Traversal Stutters among other things. Patch Notes behind the Spoiler Tag:

Looking good. 4 months since release, seems the game might be completely fixed in about 2 more months. 6-12 months is my usual wait time with new games these days.

Hopefully it gets a discount in a few months. The game must still be selling really well.
 
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Looking good. 4 months since release, seems the game might be completely fixed in about 2 more months. 6-12 months is my usual wait time with new games these days.
That's usually the time any AAA game becomes worth buying, regardless if it needs patching or not. The price of new releases is ridiculous.
 
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Performance in ray tracing on RX much bigger than Yours benchmark!
Maybe because of the rendering errors on Radeon with RT enabled, there's a whole paragraph dedicated to in my review. Or could just be test scene selection. FPS on NVIDIA are similar to the video? or lower, too? In that case their test scene is much less demanding than mine.
 
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I've purchased the game yesterday and played a little.

(Ultra settings, RT on maxed, DLSS Quality, Frame Gen Off - 3440x1440, capped by vsync at 100fps)

Well, I thought most, if not all, of the bugs/graphical glitches etc. would have been fixed by now but that's not the case. At least to me and my system.
I see graphical glitches everywhere, on reflections, on shadows, on water, on NCPs, on the environment etc. What the hell is going on?
While the game looks nice because of the complexity of the environment, the general image is not that good and definitely worse than many games with or without RT.

In the photos, you can't see unfortunately how bad it is, because it's static image.
There is ridiculous amount of noise on the reflections.
There is a weird glow coming out of nowhere while RT ambient occlusion should fix that.
The stability of the image is very bad. Shadows coming on and off at distant objects, the reflections completely break at the edges of the character and the edges of the screen, when you move to a dark area/room, it's suddenly lightened up by unknown source of light, that doesn't make any sense, in some of the semi dark areas when you turn on the light on the wand, half of the objects do not cast shadows....etc. etc. etc.

Screenshot 2023-08-06 152418 (Custom).jpg
Screenshot 2023-08-06 151950 (Custom).jpg
Screenshot 2023-08-06 151906 (Custom).jpg


Although, the design is impressive, the graphics in general suffer by technical issues.
I have frame drops from 100 capped to 50fps all the time while the gpu is far from fully utilised.
Obviously nVidia cards suffer from the driver overhead issue while with a Radeon would be better on this case. But on the other hand, with a Radeon you can't play it with RT on easily.

Anyway, the game still has major issues and does not take the most out of the hardware.
I can't believe a 5800X3D/4080 system can marginally play it at full settings.

1691351268773.png
 

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As that final image shows, the games badly optimised.
It was designed for 30FPS consoles, and barely got any optimisation for PC beyond adding in the features AMD/intel/nvidia sent them code for that they seem to have barely tested
 
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When I bought the 5800X3D, I had a 2080Ti and was thinking that there’s no way this cpu will bottleneck the next 2 gpus after this one.
And now I see that either the 4080 is ridiculously fast that the cpu cannot keep up(which is clearly not true) or the game is not optimised correctly due to the existence of the darn consoles on which the games rely more on the cpu because their gpu are garbage.

Anyway, I don’t like the performance I get and I may enable the frame gen.
 
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...or the game is not optimised correctly due to the existence of the darn consoles on which the games rely more on the cpu because their gpu are garbage.

Consoles have nothing to do with it. It's actually just as bad there.

The problem is Unreal Engine, which is not capable of utilizing many threads. That means that single-threaded performance is all that matters - IPC, clock speeds and cache. That's why you only see 20-30% CPU usage on 8-core CPUs, no matter what generation they are.

All UE4 games exhibit this behavior. They have supposedly improved this in UE 5.2, but we haven't seen it yet. Remnant II needs a very modern CPU for 60+ FPS gameplay without stutter.
 
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There aren’t many games out there in general that utilise more than 35% of a 8/16 cpu anyway.
When I am at 50-60 fps in Hogwarts, the cpu is at 30% and the gpu at 50%.
 
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When I am at 50-60 fps in Hogwarts, the cpu is at 30% and the gpu at 50%.

Which means you are terribly CPU-limited. You could disable half the cores and retain the same performance.

If you look at Spider-Man Remastered, that game can even utilize E-cores when you get close to 200 FPS.
 
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Which means you are terribly CPU-limited. You could disable half the cores and retain the same performance.
Exactly.
And it’s crazy if you think that I play at 3440x1440* at ultra settings with RT on.

*I have DLSS quality on, so the rendered resolution is lower.
 

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When I bought the 5800X3D, I had a 2080Ti and was thinking that there’s no way this cpu will bottleneck the next 2 gpus after this one.
And now I see that either the 4080 is ridiculously fast that the cpu cannot keep up(which is clearly not true) or the game is not optimised correctly due to the existence of the darn consoles on which the games rely more on the cpu because their gpu are garbage.

Anyway, I don’t like the performance I get and I may enable the frame gen.
To be fair the 4090 can only blast ahead if you're on low settings or using DLSS/frame gen.
Erratic high peak values can throw a chart off, but they're worthless if they can't be sustained the entire time you're gaming.

Look at the minimum FPS lows here on the 13900KS review at 4k

Oh deary me. 9.6FPS less than the 13900KS.
It's well above many 12th and 13th gen intels, and many 7000 series AMD CPU's as well.
1691667842812.png



The 4090 comes up pretty even with these CPU's at 4K, and we've got 8K and path tracing on the horizon to keep frame rates in this same 120-144FPS range for some time to come
 
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Well, the graphics can be adjusted by making changes to the engine.ini file and be quite acceptable but the main issues remain.
RT shadows pop up here and there, RT reflections are ok-ish.
The volumetric fog is completely broken, specifically in Hogwarts castle, so either it has to be switched off or its density has to massively be reduced.
The main issue though is the lighting. It's all over the place, unstable, it changes when you move from room to room in the castle, it takes ages to adapt....if it manages to adapt correctly, light leakage, light getting stuck on objects edges etc..... There are many areas where the lighting is completely incorrect, especially in very dark areas without light sources but switching on the light of the wand fixes it.

(I haven't tried it without using RT but I'm sure it won't be acceptable to my eyes)

I don't know if WB fixes the game but it's disappointing because the design, among the rest, is amazing.
I really hope a path traced option to be released.
 
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