Gaming Performance Benchmarks: DDR5-4800

To show the performance of DDR5 memory in different configurations, we've opted for a more selective and short-form selection of benchmarks from our test suite. This includes Civilization VI, Grand Theft Auto V, and Strange Brigade (DirectX 12).

All of the tests were run with all of the memory at default (JEDEC) settings, which means DDR5-4800 CL40, regardless of the configuration, e.g, 2x16, 2x32, and 4x16 GB.

Civilization 6

Originally penned by Sid Meier and his team, the Civilization series of turn-based strategy games are a cult classic, and many an excuse for an all-nighter trying to get Gandhi to declare war on you due to an integer underflow. Truth be told I never actually played the first version, but I have played every edition from the second to the sixth, including the fourth as voiced by the late Leonard Nimoy, and it is a game that is easy to pick up, but hard to master.

Benchmarking Civilization has always been somewhat of an oxymoron – for a turn based strategy game, the frame rate is not necessarily the important thing here and even in the right mood, something as low as 5 frames per second can be enough. With Civilization 6 however, Firaxis went hardcore on visual fidelity, trying to pull you into the game. As a result, Civilization can taxing on graphics and CPUs as we crank up the details, especially in DirectX 12.

Civilization VI - 1080p Max - Average FPS

Civilization VI - 1080p Max - 95th Percentile

Civilization VI - 4K Min - Average FPS

Civilization VI - 4K Min - 95th Percentile

Despite games traditionally being a GPU bottleneck instead of a CPU/memory bottleneck, in our Civ VI testing we do find some small but statistically meaningful differences in our results. The 2 x 32 GB kits were the best of the bunch, with the Samsung 2 x 16 GB kit running slightly slower. The Samsung 4 x 16 GB kit however performed a couple of frames per second slower than the rest, coming in a bit over 3% slower than the 2 x 32 GB Samsung kit.

Grand Theft Auto V

The highly anticipated iteration of the Grand Theft Auto franchise hit the shelves on April 14th 2015, with both AMD and NVIDIA to help optimize the title. At this point GTA V is super old, but still super useful as a benchmark – it is a complicated test with many features that modern titles today still struggle with. With rumors of a GTA 6 on the horizon, I hope Rockstar make that benchmark as easy to use as this one is.

GTA doesn’t provide graphical presets, but opens up the options to users and extends the boundaries by pushing even the hardest systems to the limit using Rockstar’s Advanced Game Engine under DirectX 11. Whether the user is flying high in the mountains with long draw distances or dealing with assorted trash in the city, when cranked up to maximum it creates stunning visuals but hard work for both the CPU and the GPU.

The in-game benchmark consists of five scenarios: four short panning shots with varying lighting and weather effects, and a fifth action sequence that lasts around 90 seconds. We use only the final part of the benchmark, which combines a flight scene in a jet followed by an inner city drive-by through several intersections followed by ramming a tanker that explodes, causing other cars to explode as well. This is a mix of distance rendering followed by a detailed near-rendering action sequence, and the title thankfully spits out frame time data. The benchmark can also be called from the command line, making it very easy to use.

Grand Theft Auto V - 1080p Max - Average FPS

Grand Theft Auto V - 1080p Max - 95th Percentile

Grand Theft Auto V - 4K Low - Average FPS

Grand Theft Auto V - 4K Low - 95th Percentile

Using Grand Theft Auto V's built-in benchmark at 1080p, all of the JEDEC DDR5-4800B kits performed competitively with each other – albeit with a higher degree of variability than usual due to the nature of the game. Still, in our 4K testing, we see that Samsung 4 x 16 GB kit once again brings up the rear, this time falling behind the 2 x 32 GB kit by 7%.

Strange Brigade (DX12)

Strange Brigade is based in 1903’s Egypt and follows a story which is very similar to that of the Mummy film franchise. This particular third-person shooter is developed by Rebellion Developments which is more widely known for games such as the Sniper Elite and Alien vs Predator series. The game follows the hunt for Seteki the Witch Queen who has arisen once again and the only ‘troop’ who can ultimately stop her. Gameplay is cooperative-centric with a wide variety of different levels and many puzzles which need solving by the British colonial Secret Service agents sent to put an end to her reign of barbaric and brutality.

The game supports both the DirectX 12 and Vulkan APIs and houses its own built-in benchmark which offers various options up for customization including textures, anti-aliasing, reflections, draw distance and even allows users to enable or disable motion blur, ambient occlusion and tessellation among others. AMD has boasted previously that Strange Brigade is part of its Vulkan API implementation offering scalability for AMD multi-graphics card configurations. For our testing, we use the DirectX 12 benchmark.

Strange Brigade DX12 - 1080p Ultra - Average FPS

Strange Brigade DX12 - 1080p Ultra - 95th Percentile

Strange Brigade DX12 - 4K Low - Average FPS

Strange Brigade DX12 - 4K Low - 95th Percentile

There wasn't much difference in our testing between the 2 x 32 GB kits in our Strange Brigade Direct X12 testing. At 4K, the Samsung 4 x 16 GB once again performed slightly slower than the rest, although Samsung's 2 x 16 GB configuration performed in-line with the 2 x 32 GB kits.

CPU Performance Benchmarks: DDR5-4800 Conclusion: Two Ranks and 1DPC For Thee
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  • Oxford Guy - Saturday, April 9, 2022 - link

    Going on four decades since the Apple Lisa and still no standard ECC on the desktop.
  • WaltC - Saturday, April 9, 2022 - link

    One thing I didn't see here that would have been instructive is the location of the memory controller--DDR5 in this case--which I gather is in the CPU? There will be differences there, of course, and we'll know a lot more when AMD introduces its PCIe5 CPUs & buses later this year. The memory controller is an integral part of ram performance, of course. It also would have been interesting to do a bit of DDR4 comparisons--not necessarily at the "same" clocks--but for DDR5 clocks versus the fastest XMP clocks (stable clocks) available with DDR 4 at the present time. That is going to be of interest to a lot of people I'm thinking...;)
  • The_Assimilator - Sunday, April 10, 2022 - link

    What pressing problem with desktop DRAM exists that would be instantly solved by adding ECC and thus further increasing cost and complexity?
  • Oxford Guy - Monday, April 11, 2022 - link

    Instantly? It was solved almost 40 years ago.
  • Adramtech - Sunday, April 10, 2022 - link

    Micron doesn't get enough credit for their current DRAM and NAND lineup
  • eldakka - Wednesday, April 13, 2022 - link

    IMO, a better use of a turn-based-strategy (TBS) game like Civ6 is how long a late game end-of-turn computer AI player turn takes than for FPS.

    As long as FPS is acceptable, for a TBS, the most important number is that end-of-turn time. It can take minutes to process the AI players turns. The reduction in that (whether on CPU or RAM benchmarks - GPU is mostly irrelevant) thumb-twiddling time would be much more informative than FPS.
  • Oxford Guy - Thursday, April 14, 2022 - link

    My understanding of the sloth of recent versions of Civ is due the use of such high-level programming language (scripting) that speed is squandered for ease/quickness of development.

    How much developers should be rewarded for producing slow but cheap-to-make code is a question.

    If recent CIv games were in assembly they would fly. Of course, no developer of large programs does that due to development cost and code portability. However, I bet there are speedier yet not too onerous solutions that would make Civ much less sluggish. The question for the developer is ‘Why bother?’ As long as people continue to buy slower and slower games there is no incentive to make more optimized code.
  • dicobalt - Thursday, April 14, 2022 - link

    Samsung is the only DRAM vendor bringing a new fab online this year, the rest will be in Q4 2024. I hope you like expensive DDR5. Price fixing will happen again, they will be convicted again, and the consequences will be nowhere near the profit made. Everything is perfectly normal.
  • Adramtech - Friday, April 15, 2022 - link

    the last price fixing charges were dropped recently for lack of evidence.
  • Oxford Guy - Saturday, April 16, 2022 - link

    The fix for the fix.

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