asrock-radeon-rx-6900-xt-oc-formula-review-–-this-card-is-fast

ASRock Radeon RX 6900 XT OC Formula Review – This Card is Fast

Introduction

We have with us the ASRock Radeon RX 6900 XT OC Formula, the company’s new flagship graphics card, positioned a notch above even the RX 6900 XT Phantom Gaming. This sees the company revive its topmost “OC Formula” brand co-developed by Nick Shih, which represents the company’s boutique range of motherboards and graphics cards for professional overclockers taking a crack at world records of all shapes and sizes. What triggered the company to come out with an RX 6900 XT-based graphics card in particular, is a concerted preemption by AMD to NVIDIA’s rumored GeForce RTX 3080 Ti, an SKU slotted between the RTX 3080 and RTX 3090.

The Radeon RX 6900 XT GPU at the heart of the ASRock RX 6900 XT OC Formula isn’t the same chip as the one in the RX 6900 XT Phantom Gaming. AMD refers to this silicon as the Navi 21 “XTXH”. It is the highest bin of the Navi 21, designed to sustain up to 10% higher clock speeds than the regular RX 6900 XT. With its default “performance” BIOS, the RX 6900 XT OC Formula can now boost up to 2475 MHz, and achieve game clocks of up to 2295 MHz. The reference AMD Radeon RX 6900 XT sustains only up to 2250 MHz boost, and 2015 MHz game clocks, while ASRock’s previous RX 6900 XT-based flagship, the RX 6900 XT Phantom Gaming, does 2340 MHz boost, with 2105 MHz game clocks. Compared to the reference design, that’s exactly a 10 percent OC from ASRock.

The AMD Radeon RX 6900 XT is AMD’s current-generation flagship graphics card, which, along with the RX 6800 series, propelled the company back to the big leagues of enthusiast-segment graphics cards against NVIDIA. The RX 6900 XT is powered by AMD’s RDNA2 graphics architecture, which is its first to feature full DirectX 12 Ultimate readiness, including real-time raytracing. The RDNA2 architecture transcends platforms, and also powers the latest PlayStation 5 and Xbox Series X/S consoles, which makes it easier for game developers to optimize for the architecture on the PC.

At the heart of the RX 6900 XT is the 7 nm Navi 21 silicon, which it maxes out. This chip features 5,120 stream processors spread across 80 RDNA2 compute units, 80 Ray Accelerators (components that accelerate raytracing), 288 TMUs, 128 ROPs, and an impressive 16 GB of GDDR6 memory. This memory, however, runs across a 256-bit wide memory interface. AMD attempted to shore up bandwidth by using the fastest JEDEC-standard 16 Gbps memory chips, and deploying Infinity Cache, a 128 MB last-level cache on the GPU die, which speeds up transfers between the GPU and the memory, by acting as a scratchpad. Together with the GDDR6 memory, Infinity Fabric unleashes memory bandwidths of up to 2 TB/s.

The ASRock RX 6900 XT features the company’s most opulent custom board design to date, with a large triple-slot, triple fan cooling solution that’s packed with innovations; the company’s most over-the-top power-delivery solution ever on a graphics card; and design optimization for professional overclocking using liquid- or extreme cooling methods. The Navi XTXH silicon not only sustains boost frequencies better, but is also designed for better overclocking headroom than the original Navi 21 XTX powering the reference RX 6900 XT. In this review, we take our first look at this exotic new graphics card to tell you if ASRock has tangibly improved performance of the RX 6900 XT over the reference, and whether it gets any closer to the RTX 3090.

Radeon RX 6900 XT Market Segment Analysis
  Price Shader

Units
ROPs Core

Clock
Boost

Clock
Memory

Clock
GPU Transistors Memory
RTX 2080 Ti $1000 4352 88 1350 MHz 1545 MHz 1750 MHz TU102 18600M 11 GB, GDDR6, 352-bit
RTX 3070 $800 5888 96 1500 MHz 1725 MHz 1750 MHz GA104 17400M 8 GB, GDDR6, 256-bit
RX 6800 $1000 3840 96 1815 MHz 2105 MHz 2000 MHz Navi 21 26800M 16 GB, GDDR6, 256-bit
RX 6800 XT $1300 4608 128 2015 MHz 2250 MHz 2000 MHz Navi 21 26800M 16 GB, GDDR6, 256-bit
RTX 3080 $1300 8704 96 1440 MHz 1710 MHz 1188 MHz GA102 28000M 10 GB, GDDR6X, 320-bit
RX 6900 XT $1500 5120 128 2015 MHz 2250 MHz 2000 MHz Navi 21 26800M 16 GB, GDDR6, 256-bit
ASRock RX 6900 XT

OC Formula
$2000 5120 128 2125 MHz 2475 MHz 2000 MHz Navi 21 26800M 16 GB, GDDR6, 256-bit
RTX 3090 $2000 10496 112 1395 MHz 1695 MHz 1219 MHz GA102 28000M 24 GB, GDDR6X, 384-bit
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The Division is getting a free-to-play game and mobile version

Ubisoft announced that it’s developing a free-to-play game set in The Division’s universe, called The Division Heartland. The company also announced that a Division mobile game is in the works.

The announcement is light on details, so it’s not clear yet whether the game will be a battle royale style like Call of Duty: Warzone or Fortnite, but Ubisoft has said it’ll be coming to PC, consoles, and cloud gaming platforms at some point in 2021 or 2022. There are also basically no details about the mobile game, but Ubisoft said in a news release that more will be revealed at a later date.

It’s understandable why Ubisoft would want to launch its own version of the free-to-play and mobile shooter games: Fortnite makes billions of dollars for Epic, and CoD: Mobile alone reportedly made $10 billion in 2020. That’s not even mentioning the 100 million players for Warzone, another lucrative title.

Whether Ubisoft’s offerings in The Division universe will be as popular as its competitors remains to be seen, but Ubisoft is certainly trying to keep the game’s world culturally relevant: it’s still developing content for The Division 2, and is currently working on a movie version with Netflix starring Jake Gyllenhaal.

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Microsoft would like to remind you the Xbox definitely makes money

A Microsoft executive has admitted that the company doesn’t earn any profit on sales of Xbox consoles alone. The admission came as part of the Epic v. Apple trial yesterday, confirming what we’ve known for years: Microsoft sells Xbox consoles at a loss. Asked how much margin Microsoft makes on Xbox consoles, the company’s head of Xbox business development, Lori Wright, said, “We don’t; we sell the consoles at a loss.”

An Epic Games lawyer asked a follow-up question: “Does Microsoft ever earn a profit on the sale of an Xbox console?” Wright replied, “No.” That doesn’t mean Xbox doesn’t make money, though. Microsoft was keen to point this out in a statement to The Verge just hours after Wright’s testimony yesterday.

“The gaming business is a profitable and high-growth business for Microsoft,” says a Microsoft spokesperson. “The console gaming business is traditionally a hardware subsidy model. Game companies sell consoles at a loss to attract new customers. Profits are generated in game sales and online service subscriptions.“

The Xbox Series S.
Photo by Vjeran Pavic / The Verge

I asked Microsoft whether it never truly makes any margins on hardware alone, but the company didn’t respond in time for publication. Typically, Microsoft and Sony subsidize hardware at the beginning of a console’s lifecycle, but those early component costs tend to decrease over time. Those lower costs also translate to lower retail prices for consoles over time, though.

A teardown analysis of the Xbox One S, for example, revealed an estimated bill of materials of $324, which is $75 less than the $399 launch price for the 2TB version of the console, back in 2016. Microsoft also launched a disc-less version of the Xbox One S two years ago, which was presumably also sold at a loss.

Sony and Microsoft have similar business models for PlayStation and Xbox consoles, but Nintendo is the exception. In court documents, Microsoft estimates that hardware is generating a loss for Sony, but a profit for Nintendo. That’s backed up by Nintendo’s impressive 84.59 million Switch sales this year, up to March 31st.

Why all these costs are being discussed right now is a big part of the ongoing Epic v. Apple trial. Epic isn’t happy about Apple’s 30 percent revenue cut on in-app purchases for Fortnite, but Apple is arguing that Epic should also take issue with Microsoft or Sony’s identical 30 percent cut. It has resulted in hours of testimony about whether the iPhone is more like a PC or an Xbox, and a debate around open platforms versus locked-down ones. Microsoft clearly sees a difference between Xbox and PC, and has only cut the amount it takes on the Windows side to 12 percent, while the Xbox remains at 30 percent.

Microsoft obviously wants to maintain its business model for Xbox, and has attempted to push the industry toward digital games for years. Microsoft has very much sided with Epic Games in the case against Apple, and Epic has admitted it has never even questioned Microsoft’s digital sales cut. But how long this harmony will exist between the pair will very much depend on the future of digital game sales and cloud gaming. Microsoft is increasingly focused on its Xbox Game Pass subscription, which spans across devices that aren’t even Xbox consoles.

Game Pass also includes xCloud, Microsoft’s cloud gaming technology. Fortnite isn’t part of xCloud, because Epic Games won’t allow it. That highlights the emerging battles that are starting to take place in the game industry over shares of revenue. It looks like Microsoft has been preparing for some of them, but Epic v. Apple feels like the beginning of a greater war over the digital future of game stores.

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Resident Evil Village Benchmarks and System Requirements

(Image credit: Tom’s Hardware)

Reviews for Capcom’s Resident Evil Village have gone live, and we’re taking the opportunity to look at how the game runs on the best graphics cards. We’re running the PC version on Steam, and while patches and future driver updates could change things a bit, both AMD and Nvidia have provided Game Ready drivers for REV.

This installment in the Resident Evil series adds DirectX Raytracing (DXR) support for AMD’s RX 6000 RDNA2 architecture, or Nvidia’s RTX cards — both the Ampere architecture and Turing architecture. AMD’s promoting Resident Evil Village, and it’s on the latest gen consoles as well, so there’s no support of Nvidia’s DLSS technology. We’ll look at image quality in a moment, but first let’s hit the official system requirements.

 Minimum PC Requirements

  • Processor: Intel Core i5-7500 / AMD Ryzen 3 1200
  • Memory: 8GB RAM
  • Graphics: Nvidia GeForce GTX 1050 Ti / AMD Radeon RX 560 4GB
  • API: DirectX 12, DirectX Raytracing (DXR) optional
  • OS: Windows 10 (64-bit)

Recommended PC Specifications 

  • Processor: Intel Core i7-8700 / AMD Ryzen 5 3600
  • Memory: 16GB RAM
  • Graphics: Nvidia GeForce GTX 1070 / AMD Radeon RX 5700
  • API: DirectX 12, DirectX Raytracing (DXR) optional
  • OS: Windows 10 (64-bit)

Capcom notes that in either case, the game targets 1080p at 60 fps, using the “Prioritize Performance” and presumably “Recommended” presets. Capcom does state that the framerate “might drop in graphics-intensive scenes,” but most mid-range and higher GPUs should be okay. We didn’t check lower settings, but we can confirm that 60 fps at 1080p will certainly be within reach of a lot of graphics cards.

The main pain point for anyone running a lesser graphics card will be VRAM, particularly at higher resolutions. With AMD pushing 12GB and 16GB on its latest RX 6000-series cards, it’s not too surprising that the Max preset uses 12GB VRAM. It’s possible to run 1080p Max on a 6GB card, and 1440p Max on an 8GB card, but 4K Max definitely wants more than 8GB VRAM — we experienced inconsistent frametimes in our testing. We’ve omitted results on cards where performance wasn’t reliable in the charts.

Anyway, let’s hit the benchmarks. Due to time constraints, we’re not going to run every GPU under the sun in these benchmarks, but will instead focus on the latest gen GPUs, plus the top and bottom RTX 20-series GPUs and a few others as we see fit. We used the ‘Max’ preset, with and without ray tracing, and most of the cards we tested broke 60 fps. Turning on ray tracing disables Ambient Occlusion, because that’s handled by the ray-traced GI and Reflection options, but every other setting is on the highest quality option (which means variable-rate shading is off for our testing).

Our test system consists of a Core i9-9900K CPU, 32GB VRAM and a 2TB SSD — the same PC we’ve been using for our graphics card and gaming benchmarks for about two years now, because it continues to work well. With the current graphics card shortages, acquiring a new high-end GPU will be difficult — our GPU pricing index covers the details. Hopefully, you already have a capable GPU from pre-2021, back in the halcyon days when graphics cards were available at and often below MSRP. [Wistful sigh] 

(Image credit: Tom’s Hardware)

Granted, these are mostly high-end cards, but even the RTX 2060 still posted an impressive 114 fps in our test sequence — and it also nearly managed 60 fps with ray tracing enabled (see below). Everything else runs more than fast enough as well, with the old GTX 1070 bringing up the caboose with a still more than acceptable 85 fps. Based off what we’ve seen with these GPUs and other games, it’s a safe bet that cards like the GTX 1660, RX 5600 XT, and anything faster than those will do just fine in Resident Evil Village.

AMD’s RDNA2 cards all run smack into an apparent CPU limit at around 195 fps for our test sequence, while Nvidia’s fastest GPUs (2080 Ti and above) end up with a lower 177 fps limit. At 1080p, VRAM doesn’t appear to matter too much, provided your GPU has at least 6GB.

(Image credit: Tom’s Hardware)

Turning on ray tracing drops performance, but the drop isn’t too painful on many of the cards. Actually, that’s not quite true — the penalty for DXR depends greatly on your GPU. The RTX 3090 only lost about 13% of its performance, and the RTX 3080 performance dropped by 20%. AMD’s RX 6900 XT and RX 6800 XT both lost about 30-35% of their non-RT performance, while the RTX 2080 Ti, RX 6800, RTX 3070, RTX 3060 Ti, and RTX 3060 plummeted by 40–45%. Meanwhile, the RX 6700 XT ended up running at less than half its non-DXR rate, and the RTX 2060 also saw performance chopped in half.

Memory and memory bandwidth seem to be major factors with ray tracing enabled, and the 8GB and lower cards were hit particularly hard. Turning down a few settings should help a lot, but for these initial results we wanted to focus on maxed-out graphics quality. Let us know in the comments what other tests you’d like to see us run.

(Image credit: Tom’s Hardware)

The performance trends we saw at 1080p become more pronounced at higher resolutions. At 1440p Max, more VRAM and memory bandwidth definitely helped. The RX 6900 XT, RX 6800 XT, RTX 3090, and RTX 3080 only lost a few fps in performance compared to 1080p when running without DXR enabled, and the RX 6800 dipped by 10%. All of the other GPUs drop by around 20–30%, but the 6GB RTX 2060 plummeted by 55%. Only the RTX 2060 and GTX 1070 failed to average 60 fps or more. 

(Image credit: Tom’s Hardware)

1440p and ray tracing with max settings really needs more than 8GB VRAM — which probably explains why the Ray Tracing preset (which we didn’t use) opts for modest settings everywhere else. Anyway, the RTX 2060, 3060 Ti, and 3070 all started having problems at 1440p with DXR, which you can see in the numbers. Some runs were much better than we show here, others much worse, and after repeating each test a bunch of times, we still aren’t confident those three cards will consistently deliver a good experience without further tweaking the graphics settings.

On the other hand, cards with 10GB or more VRAM don’t show nearly the drop that we saw without ray tracing when moving from 1080p to 1440p. The RTX 3060 only lost 18% of its 1080p performance, and chugs along happily at just shy of 60 fps. The higher-end AMD and Nvidia cards were all around the 15% drop mark as well.

But enough dawdling. Let’s just kill everything with some 4K testing…

(Image credit: Tom’s Hardware)

Well, ‘kill’ is probably too strong of a word. Without ray tracing, most of the GPUs we tested still broke 60 fps. But of those that came up short, they’re very short. RTX 3060 is still generally playable, but Resident Evil Village appears to expect 30 fps or more, as dropping below that tends to cause the game to slow down. The RX 5700 XT should suffice in a pinch, even though it lost 67% of its 1440p performance, but the 1070 and 2060 would need lower settings to even take a crack at 4K. 

(Image credit: Tom’s Hardware)

Even with DXR, the RTX 2080 Ti and RX 6800 and above continue to deliver 60 fps or more. The RTX 3060 also still manages a playable 41 fps — this isn’t a twitch action game, so sub-60 frame rates aren’t the end of the world. Of course, we’re not showing the cards that dropped into the teens or worse — which is basically all the RTX cards with 8GB or less VRAM.

The point isn’t how badly some of the cards did at 4K Max (with or without DXR), but rather how fast a lot of the cards still remained. The DXR switch often imposed a massive performance hit at 1080p, but at 4K the Nvidia cards with at least 10GB VRAM only lost about 15% of their non-DXR performance. AMD’s GPUs took a larger 25% hit, but it was very consistent across all four GPUs.

Resident Evil Village Graphics Settings 

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You can see the various advanced settings available in the above gallery. Besides the usual resolution, refresh rate, vsync, and scaling options, there are 18 individual graphics settings, plus two more settings for ray tracing. Screen space reflections, volumetric lighting and shadow quality are likely to cause the biggest impact on performance, though the sum of the others can add up as well. For anyone with a reasonably high-end GPU, though, you should be able to play at close to max quality (minus ray tracing if you don’t have an appropriate GPU, naturally).

But how does the game look? Capturing screenshots with the various settings on and off is a pain, since there are only scattered save points (typewriters), and some settings appear to require a restart to take effect. Instead of worrying about all of the settings, let’s just look at how ray tracing improves things. 

Resident Evil Village Image Quality: Ray Tracing On / Off 

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Or doesn’t, I guess. Seriously, the effect is subtle at the best of times, and in many scenes, I couldn’t even tell you whether RT was on or off. If there’s a strong light source, it can make a difference. Sometimes a window or glass surface will change with RT enabled, but even then (e.g., in the images of the truck and van) it’s not always clearly better.

The above gallery should be ordered with RT off and RT on for each pair of images. You can click (on a PC) to get the full images, which I’ve compressed to JPGs (and they look visually almost the same as the original PNG files). Indoor areas tend to show the subtle lighting effects more than outside, but unless a patch dramatically changes the way RT looks, Resident Evil Village will be another entry in the growing list of ray tracing games where you could skip it and not really miss anything.

Resident Evil Village will release to the public on May 7. So far, reviews are quite favorable, and if you enjoyed Resident Evil 7, it’s an easy recommendation. Just don’t go in expecting ray tracing to make a big difference in the way the game looks or feels. 

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