Performance

WQHD (1440p) — The Medium Pre-Patch 1.1 vs. Post-Patch 1.1 Performance Review

Next, we review The Medium‘s pre-patch 1.1 and post-patch 1.1 performance using the 2560×1440 (1440p) or WQHD display resolution, which is the native resolution of the G-Sync monitor used to conduct this performance analysis.

The performance charts below compare the performance of the game’s quality presets using DX11 and DX12 modes, ray tracing performance, and DLSS using DX12. We show average FPS numbers for the raw performance; and P1, P0.2, and 0.1% low integral values for frametime stability. We use the adaptive STDEV metric as an additional or alternative criterion to evaluate frametime consistency.

Each graphics quality preset and RTX setting are tested on both single-reality and dual-reality (split-screen) scenarios.

Quality Presets Performance High, Medium, and Low

Single-Reality Scenario

DirectX 11 and DirectX 12
DirectX 11 Mode

In this single-reality and DirectX 11 scenario, the only quality preset showing an improvement in raw performance after the patch is Low. The rest don’t improve in terms of average FPS and perform the same overall.

From the graphs, we see how, despite the improvement in P0.2 using the low-quality preset, the consistency of frame times worsens in all cases when we take into account the numbers of 0.1% low integral and adaptive STDEV after applying the patch.

DirectX 12 Mode

From the chart, we see that the only quality preset showing a better raw performance after the patch is Low. The rest don’t improve in terms of average FPS and perform the same overall.

We see that the frametime consistency is overall the same using High and Medium presets when we look at 0.1% low integral and adaptive STDEV metrics. However, the Low preset is also less stable after the patch in this scenario.

Please, note that in this single-reality scenario, the game performs better overall when using DX11 than DX12. However, both API modes present notable frame pacing, hitching, and stuttering issues.

Dual-Reality (Split-Screen) Scenario

DirectX 11 and DirectX 12
DirectX 11 Mode

In this split-screen and DX11 scenario, we found no significant performance differences in all cases after the patch in terms of average FPS.

From the charts, we see that frametime consistency is overall the same after the patch in this DX11 dual-reality scenario.

DirectX 12 Mode

In this scenario, we found that the only quality preset that showed a better raw performance post-patch was Low. The rest didn’t improve in terms of average FPS and performed the same overall.

From the graphs, while we see an improvement in P1 using the low-quality preset, High and Medium were less stable considering their corresponding 0.1% low integral and adaptive STDEV values after the patch.

Note that in this dual-reality scenario, the game performs smoother overall when using DX11 than DX12, but the raw performance is significantly lower using DX11 than DX12. That said, both API modes still show severe frame pacing, hitching, and stuttering issues in this scenario.

Ray Tracing Presets Performance — Ultra, and On

Single-Reality Scenario

In this single-reality and DXR scenario, we see a significantly better raw performance pre-patch than post-patch using all the ray tracing presets.

Note that, paradoxically, high-quality without ray tracing performs worse than high-quality with RT-On in terms of average FPS.

 

From the charts, we see that the high-quality preset with RT-on is smoother after the patch, but the high preset with RT-ultra performs worse in terms of frametime consistency after the patch.

Dual-Reality (Split-Screen) Scenario

Although the charts above show no significant differences in average FPS after the patch in this DXR split-screen scenario, high-quality with RT-on is smoother in terms of frametime consistency after the patch.

DLSS Options Performance — Quality, Balanced, and Performance

DirectX 12 and DLSS

Single-Reality Scenario

We saw no significant performance differences after the patch using all the DLSS options. However, we found a performance increase of ~12% per step and before and after the patch, moving from DLSS Quality to DLSS Performance.

In this scenario, we only saw a worse frametime consistency when using high-quality with DLSS-performance.

Dual-Reality (Split-Screen) Scenario

From the charts, we overall see the same post-patch performance when using high-quality with each DLSS option.

Also, note that the gains of using DLSS are always minor in the split-screen scenario, which is quite disappointing.

Ray Tracing Presets and DLSS

Single-Reality Scenario
RT Ultra and DLSS

In this scenario, we found regressions in both raw performance and frametime consistency using each DLSS option after applying the patch.

RT On and DLSS

From the charts, we also see both worse raw performance and frametime stability after the patch using each DLSS option with RT enabled and high-quality settings.

Note that the performance gains, in this single-reality scenario, when using high-quality with DLSS compared to high without DLSS were overall negligible.

Dual-Reality (Split-screen) Scenario
RT Ultra and DLSS

RT On and DLSS

From the charts, we see that while post-patch raw performance was slightly better in these testing scenarios, frametime stability was overall significantly worse in all cases after the patch.

Also, note that the performance gains, in this split-screen scenario, when using high-quality with DLSS compared to high without DLSS were overall negligible.

Let’s see our IQ comparisons.

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