Driver Notes
- All AMD GPUs were benchmarked with the public Adrenalin 22.9.1 driver.
- All Nvidia GPUs (except RTX 4090) were benchmarked with the 516.94 driver.
- RTX 4090 was benchmarked with the 521.90 driver supplied to press.
- All Intel GPUs were benchmarked with the 101.3433 driver supplied to press.
Test System:
We test using a custom built system powered by MSI, based on Intel’s Alder Lake platform. You can read more about this system HERE and check out MSI on the CCL webstore HERE.
CPU |
Intel Core i9-12900K
|
Motherboard |
MSI MEG Z690 Unify
|
Memory |
32GB (2x16GB) ADATA XPG Lancer DDR5 6000MHz
CL 40-40-40
|
Graphics Card |
Varies
|
SSD |
2TB MSI Spatium M480
|
Chassis | MSI MPG Velox 100P Airflow |
CPU Cooler |
MSI MEG CoreLiquid S360
|
Power Supply |
Corsair 1200W HX Series Modular 80 Plus Platinum
|
Operating System |
Windows 11 Pro 21H2
|
Monitor |
MSI Optix MPG321UR-QD
|
Resizable BAR |
Enabled for all supported GPUs
|
Comparison Graphics Cards List
- Sapphire RX 6950 XT Nitro+ 16GB
- AMD RX 6800 XT 16GB
- Gigabyte RX 6600 XT Gaming OC Pro 8GB
- Gigabyte RX 6600 Eagle 8GB
- Nvidia RTX 4090 Founders Edition 24GB
- Gigabyte RTX 3090 Ti Gaming 24GB
- Gigabyte RTX 3090 Eagle 24GB
- ASUS RTX 3080 TUF Gaming 10GB
- Nvidia RTX 3070 FE 8GB
- Nvidia RTX 3060 Ti FE 8GB
- Palit RTX 3060 StormX 12GB
- Nvidia RTX 2060 FE 6GB
- Intel A770 Limited Edition 16GB
- Intel A750 Limited Edition 8GB
All cards were tested at reference specifications.
Software and Games List
- 3DMark Fire Strike & Fire Strike Ultra (DX11 Synthetic)
- 3DMark Time Spy (DX12 Synthetic)
- 3DMark DirectX Raytracing feature test (DXR Synthetic)
- Assassin's Creed Valhalla (DX12)
- Cyberpunk 2077 (DX12)
- Days Gone (DX11)
- Dying Light 2 (DX12)
- Far Cry 6 (DX12)
- Forza Horizon 5 (DX12)
- God of War (DX11)
- Horizon Zero Dawn (DX12)
- Marvel's Spider-Man Remastered (DX12)
- Metro Exodus Enhanced Edition (DXR)
- Red Dead Redemption 2 (DX12)
- Resident Evil Village (DX12)
- Total War: Warhammer III (DX11)
We run each benchmark/game three times, and present mean averages in our graphs. We use FrameView to measure average frame rates as well as 1% low values across our three runs.