5060Ti vs 9060XT efficiency testing in Cyberpunk

Posted by bunihe@reddit | hardware | View on Reddit | 5 comments

Cards are Sapphire Pulse 9060 XT 16GB and Zotac Twin Edge 5060 Ti 16GB

Both cards are undervolted, so running at their best-case scenarios, 9060xt has VRAM overclocked to 23Gbps (and a gradual increase before that to get there, all using Fast timings to hopefully reduce bandwidth bottleneck) for the 188W datapoint. 5060Ti sees 28Gbps/29Gbps/30Gbps/31Gbps steps for the 4 points, running at 0.72V, 0.82V, 0.85V, and 0.9V.

Upscaling to 4k is set to Balanced on both cards, DLSS 4 will look better than FSR 4.1 when upscaling from the same render resolution, whether it'll be noticeable is dependent on you. Ray Reconstruction is turned off for both cards.

Platform is 9800X3D paired with 64GB of Hynix DDR5 for the 5060ti but 96GB of Samsung DDR5 for the 9060xt. Unfortunately, I don't have the 9060xt in hand anymore to retest using Hynix, but at 4k the platform shouldn't be bottlenecking the GPU

Using the Ultra preset (raster only, upscaling set to the cards' native ML upscaling):

Power (W) 9060xt (fps) 5060ti (fps)
118 44.23
136 46.1
152 47.84
170 48.94
187 50.31
70 39.85
101 48.07
109 49.88
125 52.81

Using my manual Optimized settings without RT settings on:

Power (W) 9060xt (fps) 5060ti (fps)
118 68.14
136 70.62
152 72.79
170 73.8
187 75.41
129 84.7
114 80.49
105 77.29
75 64.98

Using Optimized settings with RT enabled:

Power (W) 9060xt (fps) 5060ti (fps)
118 31.97
136 34.17
152 35.9
170 36.62
187 37.78
76 34.42
110 40.82
120 42.51
138 44.69

The Optimized settings I'm running with:

Setting value
Ray Tracing ON
Ray-Traced Reflections ON
Ray-Traced Sun Shadows OFF
Ray-Traced Local Shadows OFF
Ray-Traced Lighting Medium
Path Tracing OFF
Crowd Density High
FOV 80
Everything else under Basic OFF
Contact Shadows ON
Improved Facial Lighting Geometry ON
Anisotropy 4
Local Shadow Mesh Quality High
Local Shadow Quality High
Cascaded Shadows Range High
Cascaded Shadows Resolution High
Distant Shadows Resolution High
Volumetric Fog Resolution Low
Volumetric Cloud Quality Off
Max Dynamic Decals High
Screen Space Reflections Quality High
Subsurface Scattering Quality High
Ambient Occlusion High
Color Precision High
Mirror Quality High
LOD High

I posted my graphs in another reddit post, I can't attach images to this post unfortunately.