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Radeon RX 6650 XT with AMD SAM: +6 % performance for 20 W

DOOM Eternal

We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

This article completes the tests of the Sapphire RX 6650 XT Nitro+, which have been half-finished so far. In the first batch of tests, ReSizabe BAR, which is supposed to increase performance, was deactivated. The reason why we disabled it and why the results without ReBAR are more relevant in benchmark tests is simple. Performance with ReBAR is highly volatile and thus it is not possible to maintain sufficient consistency in the results. In other words, what you measure today may not (and often won’t) match what you measure with the same hardware a month from now or what you measured a month ago.

Cumulative graphics card tests where testing is only done with ReBAR active are therefore highly inaccurate to the point of being misleading. In contrast, the repeatability of measurements without ReBAR is excellent. Drivers do change performance in games, but often only just after release. This is also why we still haven’t included God of War in the methodology yet, but you will find this game along with other add-ons in future graphics card tests.

Certainly, tests with Resizable BAR cannot be ignored and there is usually no reason to bypass this technology. However, that doesn’t change the fact that a full comparison of results with each other is only possible as long as the results are measured within a short time in succession, with the same drivers. We have such accurate outputs for you this time as well.

Grafická karta Sapphire RX 6650 XT Nitro+

Average RX 6650 Nitro+ gaming performance gains are 2–6 % depending on resolution. In UHD the gain is the lowest (only 2 %), in QHD and in FHD it’s already the upper limit, 6 %. The RX 6650 XT is a graphics card designed primarily for Full HD (although with the FSR upscaler it won’t struggle with QHD monitors either) and therefore all performance changes mentioned in the following text are related to this resolution.

Of the games tested, the highest fps gain is in Forza Horizon 4, Total War Saga: Troy and in CS:GO (+18 % in all cases). In Counter Strike, the noise level of the coils also went up significantly, by 2 dBA. The frame rate is also 5–8 % higher in Assassin’s Creed: Valhalla, in Battlefield V, in Borderlands 3, in Cyberpunk 2077 or in Shadow of the Tomb Raider. Red Dead Redemption II is already under 5 % (+4 % under Dx12, only 3 % under the Vulkan API). F1 2020 sees a 3 % increase in fps, in DOOM Eternal and in Mafia: Definitive Edition it’s only 2 % and it’s gradually going after Wasteland 3 (+1 %) to zero.

ReBAR has no impact on FIFA 21 and partially Control and Metro Exodus. Partly because with DXR there is a performance increase. In Control it’s 7 %, in Metro it’s more symbolic.. Conversely, in Cyberpunk 2077 with raytracing graphics, RB activity means a drop in fps, and a fairly significant one, up to 15 %. Either way, however, Cyberpunk 2077 with DXR at native resolution on the RX 6650 XT is unplayable, even at Full HD. You’ll only get some more reasonable smoothness after a significant reduction in detail or FidelityFX Super Resolution application. Players of Microsoft Flight Simulator, in which it also reduces performance, are also advised to turn off ReBAR.

Compubench’s computational tests (OpenCL) are not much affected by ReBAR, though the results are always a bit worse with it. In 3Ds Max, Creo or Siemens NX, however, it already has a favorable impact on performance, although it is still in the plane of a symbolic improvement that you hardly notice. But in Caffe it’s already +7 %. Likewise in LuxMark – Neumann (+7 %). However, there is a 20-percent drop on a different scene (LuxBall HDR). Worth noting here is the fact that at the time of testing of the RX 6600 XT (10/2021), ReBAR had no performance impact in the LuxMark tests. So it’s a nice demonstration of how volatile a performance interface it is.

ReBAR has a negative impact on the Radeon ProRender renderer, which the technology slows down dramatically. However, this is a long-term deoptimization that did not appear initially, at the onset of SAM. Surprisingly faster with ReBAR is a selection of Photoshop filters. Those that support GPU acceleration – Field/iris Blush, Smart Sharpen or Adaptive Wide-Angle. In Affinity Photo, ReBAR in turn speeds up work with vector graphics. So we can conclude that AMD is slowly and quietly tuning “SAM” in some way for non-gaming purposes, which is only good in practice.

Another notable finding is that with ReBAR, the RX 6650 XT with two monitors has significantly lower power draw.It’s still far from idle consumption (due to the increased VRAM frequencies), but with continuous operation, even saving 8.5 W is better than nothing. Along with higher performance under load, power draw also increases. On average, it’s around 20 W, which at 190 W already slightly exceeds the TDP (176 W) of the Sapphire Nitro+ card we tested.

English translation and edit by Jozef Dudáš



We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

ParametreSapphire RX 6650 XT Nitro+
ArchitektúraAMD RDNA 2
ČipNavi 23
Výrobný proces7 nm TSMC
Plocha čipu237 mm²
Tranzistorov11,06 mld.
Počet jednotiek32 CU
Shadery2048
Základný takt2192 MHz
Game Clock (AMD)2523 MHz
Takt Boostu2694 MHz
RT jednotky32
AI/tensor jadrá
ROP64
Textúrovacie jednotky128
L2 Cache2 MB
Infinity Cache32 MB
RozhraniePCIe 4.0 ×8
Multi-GPU prepojenie
Pamäť8 GB GDDR6
Takt pamätí17,5 GHz
Šírka zbernice128 bitov
Priepustnosť pamätí280,1 GB/s
Fillrate (pixely)172,4 Gpx/s
Fillrate (textúry)344,8 Gtx/s
FLOPS (FP32)11,4 TFLOPS
FLOPS (FP64)689,6 GFLOPS
FLOPS (FP16)22,07 TFLOPS
AI/tensor TOPS (INT8)
AI/tensor FLOPS (FP16)
TDP176 W
Prídavné napájanie8-pin
Dĺžka karty270 mm
Hrúbka karty58 mm
Shader Model6.5
DirectX/Feature LevelDX 12 Ultimate (12_2)
OpenGL4.6
Vulkan1.2
OpenCL2.1
CUDA
Video enkóderVCN 3.0
Formáty enk.HEVC, H.264
Rozlišenie enk.4K
Video dekóderVCN 3.0
Formáty dek.HEVC,H.264,VP9, AV1
Rozlíšenie dek.8K
Maximálné rozlíšenie monitora7680 × 4320 px
HDMI1× 2.1
DisplayPort3× 1.4a
USB-C
MSRP539 eur/13 483 Kč
/* Here you can add custom CSS for the current table */ /* Lean more about CSS: https://en.wikipedia.org/wiki/Cascading_Style_Sheets */ /* To prevent the use of styles to other tables use "#supsystic-table-1432" as a base selector for example: #supsystic-table-1432 { ... } #supsystic-table-1432 tbody { ... } #supsystic-table-1432 tbody tr { ... } */



We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

Gaming tests

The largest sample of tests is from games. This is quite natural given that GeForce and Radeons, i.e. cards primarily intended for gaming use, will mostly be tested.

We chose the test games primarily to ensure the balance between the titles better optimized for the GPU of one manufacturer (AMD) or the other one (Nvidia). But we also took into account the popularity of the titles so that you could find your own results in the charts. Emphasis was also placed on genre diversity. Games such as RTS, FPS, TPS, car racing as well as a flight simulator, traditional RPG and sports games are represented by the most played football game. You can find a list of test games in the library of chapters (9–32), with each game having its own chapter, sometimes even two (chapters) for the best possible clarity, but this has its good reason, which we will share with you in the following text.

Before we start the gaming tests, each graphics card will pass the tests in 3D Mark to warm up to operating temperature. That’s good synthetics to start with.

We’re testing performance in games across three resolutions with an aspect ratio of 16:9 – FHD (1920 × 1080 px), QHD (2560 × 1440 px) and UHD (3840 × 2160 px) and always with the highest graphic settings, which can be set the same on all current GeForce and Radeon graphics cards. We turned off proprietary settings for the objectivity of the conclusions, and the settings with ray-tracing graphics are tested separately, as lower class GPUs do not support them. You will find their results in the complementary chapters. In addition to native ray-tracing, also after deploying Nvidia DLSS (2.0) and AMD FidelityFX CAS.

If the game has a built-in benchmark, we use that one (the only exception is Forza Horizon 4, where due to its instability – it used to crash here and there – we drive on our track), in other cases the measurements take place on the games’ own scenes. From those we capture the times of consecutive frames in tables (CSV) via OCAT, which FLAT interprets into intelligible fps speech. Both of these applications are from the workshop of colleagues from the gpureport.cz magazine. In addition to the average frame rate, we also write the minimum in the graphs. That contributes significantly to the overall gaming experience. For the highest possible accuracy, all measurements are repeated three times and the final results form their average value.

Computational tests

Testing the graphics card comprehensively, even in terms of computing power, is more difficult than drawing conclusions from the gaming environment. Just because such tests are usually associated with expensive software that you don’t just buy for the editorial office. On the other hand, we’ve found ways to bring the available computing performance to you. On the one hand, thanks to well-built benchmarks, on the other hand, there are also some freely available and at the same time relevant applications, and thirdly, we have invested something in the paid ones.

The tests begin with ComputeBench, which computes various simulations (including game graphics). Then we move on to the popular SPECviewperf benchmark (2020), which integrates partial operations from popular 2D and 3D applications, including 3Ds max and SolidWorks. Details on this test package can be found at spec.org. From the same team also comes SPECworkstation 3, where GPU acceleration is in the Caffe and Folding@Home tests. You can also find the results of the LuxMark 3.1 3D render in the graphs, and the remarkable GPGPU theoretical test also includes AIDA64 with FLOPS, IOPS and memory speed measurements.

For obvious reasons, 3D rendering makes the largest portion of the tests. This is also the case, for example, in the Blender practical tests (2.91). In addition to Cycles, we will also test the cards in Eevee and radeon ProRender renderers (let AMD have a related test, as most are optimized for Nvidia cards with proprietary CUDA and OptiX frameworks). Of course, an add-on for V-ray would also be interesting, but at the moment the editorial office can’t afford it, we may manage to get a “press” license in time, though, we’ll see. We want to expand application tests in the future. Definitely with some advanced AI testing (we haven’t come up with a reasonable way yet), including noise reduction (there would be some ideas already, but we haven’t incorporated those due to time constraints).

Graphics cards can also be tested well in photo editing. To get an idea of the performance in the popular Photoshop, we’re using a script in PugetBench, which simulates real work with various filters. Among them are those that use GPU acceleration. A comprehensive benchmark suggesting the performance of raster and vector graphics is then also used in alternative Affinity Photo. In Lightroom, there are remarkable color corrections (Enhance Details) of raw uncompressed photos. We apply these in batches to a 1 GB archive. All of these tasks can be accelerated by both GeForce and Radeon.

From another perspective, there are decryption tests in Hashcat with a selection of AES, MD5, NTLMv2, SHA1, SHA2-256/512 and WPA-EAPOL-PBKDF2 ciphers. Finally, in the OBS and XSplit broadcast applications, we measure how much the game performance will be reduced while recording. It is no longer provided by shaders, but by coders (AMD VCE and Nvidia Nvenc). These tests show how much spare performance each card has for typical online streaming.

There are, of course, more hardware acceleration options, typically for video editing and conversion. However, this is purely in the hands of encoders, which are always the same within one generation of cards from one manufacturer, so there is no point in testing them on every graphics card. It is different across generations and tests of this type will sooner or later appear. Just fine-tuning the metric is left, where the output will always have the same bitrate and pixel match. This is important for objective comparisons, because the encoder of one company/card may be faster in a particular profile with the same settings, but at the expense of the lower quality that another encoder has (but may not have, it’s just an example).



We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

Methodology: how we measure power draw

We have been tuning the method of measuring power draw for quite a long time and we will also be tuning it for some time. But we already have gimmicks that we can work with happily.

To get the exact value of the total power draw of the graphics card, it is necessary to map the internal power draw on the PCI Express slot and the external one on the additional power supply. For the analysis of the PCIe slot, it was necessary to construct an in-between card on which the power draw measurement takes place. Its basis is resistors calibrated to the exact value (0.1 Ω) and according to the amount of their voltage drop we can calculate the current. We then substitute it into the formula for the corresponding value of the output voltage ~ 12 V and ~ 3.3 V. The voltage drop is so low that it doesn’t make the VRM of the graphics card unstable and the output is still more than 12/3.3 V.

We measure power consumption on the card between the graphics card and the PCI Express slot. Rado Kopera took care of the design and implementation (thank you!)

We are also working on a similar device for external power supply. However, significantly higher currents are achieved there, longer cabling and more passages between connectors are necessary, which means that the voltage drop will have to be read on an even smaller resistance of 0.01 Ω, the current state (with 0.1 Ω) is unstable for now. Until we fine-tune it, we will use Prova 15 current clamp for cable measurements, which also measures with good accuracy, they just have a range of up to 30 A. But that is also enough for the OC version of the RTX 3090 Gaming X Trio. If a card is over the range, it is always possible to split the consumption measurement (first into one half and then into the other half of the 12 V conductors).

And why bother with such devices at all when Nvidia has a PCAT power draw analyzer? For complete control over the measurements. While our devices are transparent, the Nvidia’s tool uses the processor that can (but of course does not have to) affect the measurements. After testing the AMD graphics card on the Nvidia’s tool, we probably wouldn’t sleep well.

To read and record measurements, we use a properly calibrated multimeter Keysight U1231A, which exports samples to XLS. From it we obtain the average value and by substituting into the formula with the exact value of the subcircuit output voltages we obtain the data for the graphs.

   

We will analyze the line graphs with the waveforms for each part of the power supply separately. Although the 3.3 V value is usually negligible, it needs to be monitored. It is difficult to say what exactly this subcircuit powers, but usually the consumption on it is constant and when it changes only with regard to whether a static or dynamic image is rendered. We measure consumption in two sort of demanding games (F1 2020 and Shadow of the Tomb Raider) and one less demanding one (CS:GO) with the highest graphic details preset and UHD resolution (3840 × 2560 px). Then in 3D rendering in Blender using the Cycles renderer on the famous Classroom scene. However, in addition to high-load tests, it’s important to know your web browser consumption (which, in our case, is accelerated Google Chrome), where we also spend a lot of time watching videos or browsing the web. The usual average load of this type is represented by the FishIE Tank (HTML5) website with 20 fish and the web video in our power draw tests is represented by a sample with the VP9 codec, data rate of 17.4 mb/s and 60 fps. In contrast, we also test offline video consumption, in VLC player on a 45 HEVC sample (45.7 mb/s, 50 fps). Finally, we also record the power consumption of the graphics card on the desktop of idle Windows 10 with one or two active UHD@60 Hz monitors.


We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

Noise measurement…

Noise, as well as other operating characteristics, which we will focus on, we’re measuring in the same modes as consumption, so that the individual values overlap nicely. In addition to the level of noise produced, we also record the frequency response of the sound, the course of the GPU clock speed and its temperature.

In this part of the methodology description, we will present something about the method of noise measurement. We use a Reed R8080 sound level meter, which we continuously calibrate with a calibrated Voltcraft SLC-100 digital sound level meter. A small addition to the sound level meter is a parabola-shaped collar, which has two functions. Increases the sensitivity to distinguish the sound produced even at very low speeds. It is thus possible to better compare even very quiet cards with the largest possible ratio difference. Otherwise (without this adjustment) it could simply happen that we measured the same noise level across several graphics cards, even though it would actually be a little different. This parabolic shield also makes sense because, from the outer convex side (from the back), it reflects all the parasitic sounds that everyone who really aims for accuracy of the measurements struggles with during the test. These are various cracks of the body or objects in the room during normal human activity.

To ensure the same conditions when measuring the noise level (and later also the sound), we use acoustic panels with a foam surface around the bench-wall. This is so that the sound is always reflected to the sound level meter sensor in the same way, regardless of the current situation of the objects in the test room. These panels are from three sides (top, right and left) and their purpose is to soundproof the space in which we measure the noise of graphics cards. Soundproofing means preventing different reflections of sound and oscillations of waves between flat walls. Don’t confuse it with sound-absorbing, we’ve had that solved well in the test lab for a long time.

During the measurements, the sound level meter sensor is always placed on a tripod at the same angle and at the same distance (35 cm) from the PCI Express slot in which the graphics card is installed. Of course, it’s always closer to the card itself, depending on its depth. The indicated reference point and the sensor angles are fixed. In addition to the “aerodynamic noise” of the coolers, we also measure the noise level of whining coils. Then we stop the fans for a moment. And for the sake of completeness, it should be added that during sound measurements, we also switch off the power supply fan as well as the CPU cooler fan. Thus, purely the graphics card is always measured without any distortion by other components.

…and the sound frequency response

From the same place, we also measure the frequency of the sound produced. One thing is the noise level (or sound pressure level in decibels) and the other thing is its frequency response.

According to the data on the noise level, you can quickly find out whether the graphics card is quieter or noisier, or where it is on the scale, but it is still a mix of different frequencies. Thus, it does not say whether the sound produced is more booming (with a lower frequency) or squeaking (with a high frequency). The same 35 dBA can be pleasant but also unpleasant for you under certain circumstances – it depends on each individual how they perceive different frequencies. For this reason, we will also measure the frequency response of the sound graphics card in addition to the noise level, via the TrueRTA application. The results will be interpreted in the form of a spectrograph with a resolution of 1/24 octave and for better comparison with other graphics cards we will include the dominant frequency of lower (20–200 Hz), medium (201–2,000 Hz) and higher (2,001–20,000 Hz) sound spectrum into standard bar graphs. For measurements, we’re using a calibrated miniDSP UMIK-1 microphone, which accurately copies the position of the sound level meter, but also has a collar, even with the same focal length.

At the end of this chapter, it should be noted that measurements of noise and frequency response of sound will be performed on most cards only in load tests, as out of load and at lower load (including video decoding) operation is usually passive with fans turned off. On the other hand, we must also be prepared for exceptions with active operation in idle or graphics cards with dual BIOS setup, from which the more powerful one never turns off the fans and they run at least at minimum speed. Finally, as with measuring the noise level in one of the tests, we also record the frequency response of whining coils. But don’t expect any dramatic differences here. It will usually be one frequency, and the goal is rather to detect any potential anomalies. The sound of the whining coils is of course variable, depending on the scene, but we always measure in the same scene (in CS:GO@1080p).



We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

Methodology: temperature tests

We’re also bringing you temperature tests. You are at HWCooling after all. However, in order to make it sensible at all to monitor temperatures on critical components not only of the graphics card, but anything in the computer, it is important to simulate a real computer case environment with healthy air circulation. The overall behavior of the graphics card as such then follows from this. In many cases, an open bench-table is inappropriate and results can be distorted. Therefore, during all, not only heat tests, but also measurement of consumption or course of graphics core frequencies, we use a wind tunnel with equilibrium flow.

Two Noctua NF-S12A fans are at the inlet and the same number is on the exhaust.When testing various system cooling configurations, this proved to be the most effective solution. The fans are always set to 5 V and the speed corresponds to approx. 550 rpm. The stability of the inlet air is properly controlled during the tests, the temperature being between 21 and 21.3 °C at a humidity of ±40 %.

We read the temperature from the internal sensors via GPU-Z. This small, single-purpose application also allows you to record samples from sensors in a table. From the table, it is then easy to create line graphs with waveforms or the average value into bar graphs. We will not use the thermal camera very much here, as most graphics cards have a backplate, which makes it impossible to measure the PCB heating. The key for the heating graphs will be the temperature reading by internal sensors, according to which, after all, the GPU frequency control also takes place. It will always be the heating of the graphics core, and if the sensors are also on VRAM and VRM, we will extract these values into the article as well.



We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

Test rig

CPU AMD Ryzen 9 5900X
Cooler Noctua NH-U14S
Motherboard MSI MEG X570 Ace
Memory Patriot Blackout (4× 8 GB, 3600 MHz/CL18)
2× SSD Patriot Viper VPN100 (512 GB + 2 TB)
PSU BeQuiet! Dark Power Pro 12 1200 W

Testovacia konfigurácia
ProcesorAMD Ryzen 9 5900X
Chladič CPUNoctua NH-U14S@12 V s NT-H2
Základná doskaMSI MEG X570 Ace
Pamäte (RAM)Patriot Blackout, 4× 8 GB, 3600 MHz/CL18
SSD2× Patriot Viper VPN100 (512 GB + 2 TB)
Napájací zdrojBeQuiet! Dark Power Pro 12 (1200 W)
/* Here you can add custom CSS for the current table */ /* Lean more about CSS: https://en.wikipedia.org/wiki/Cascading_Style_Sheets */ /* To prevent the use of styles to other tables use "#supsystic-table-724" as a base selector for example: #supsystic-table-724 { ... } #supsystic-table-724 tbody { ... } #supsystic-table-724 tbody tr { ... } */

Note.: At the time of testing, graphics drivers AMD Adrenalin 21.10.3, and the OS Windows 10 Enterprise build is 19042.



We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

3DMark

For the tests we’re using 3DMark Professional and the Night Raid (DirectX12) is suitable for comparing weaker GPUs, for more powerful ones there is Fire Strike (DirectX11) and Time Spy (DirectX12).





We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

Age of Empires II: DE

Test platform benchmark, API DirectX 11; graphics setting preset Ultra; no extra settings.








We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

Assassin’s Creed: Valhalla

Test platform benchmark; API DirectX 12; graphics setting preset Ultra High; no extra settings.








We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

Battlefield V

Test platform custom scene (War stories/Under no flag); API DirectX 12, graphics setting preset Ultra; TAA high; no extra settings.








We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

Battlefield V with DXR

Test platform custom scene (War stories/Under no flag); API DirectX 12, graphics setting preset Ultra; TAA high; extra settings DXR.







Note: The game also supports DLSS, but as it’s an older title and there are many tests, we will not address it in standard tests. However, measurements on request are possible if you ask for it.



We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

Borderlands 3

Test platform benchmark; API DirectX 12, graphics setting preset Ultra; TAA; no extra settings.








We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

Control

Test platform custom scene (Polaris chapter); API DirectX 11, graphics setting preset High; no extra settings.








We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

Control with DXR

Test platform custom scene (Polaris chapter); API DirectX 12, graphics setting preset High; extra settings DXR.

DXR (native)








We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

Counter-Strike: GO

Testovacia platforma benchmark (prelet nad mapou Dust 2); API DirectX 9, prednastavený grafický profil High; 4× MSAA; extra nastavenia žiadne.








We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

Cyberpunk 2077

Test platform custom scene (Little China); API DirectX 12, graphics setting preset Ultra; no extra settings.









We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

Cyberpunk 2077 with DXR

Disclaimer: Starting with the Sapphire RX 6650 XT Nitro+ test, we discarded the old results and started collecting new ones. That’s because as part of a game update, the raytracing graphics options changed and it was no longer possible to continue with the previous settings.

Test platform custom scene (Little China); API DirectX 12, graphics setting preset Ultra; extra settings Ray Tracing on (Ultra), FidelityFX sharpening off.

DXR (native)








We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

DOOM Eternal

Test platform custom scene; API Vulkan, graphics setting preset Ultra Nightmare; no extra settings.








We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

F1 2020

Test platform benchmark (Australia, Clear/Dry, Cycle); API DirectX 12, graphics setting preset Ultra High; TAA; extra settings Skidmarks blending off*.







*on GeForce graphics cards, the Skidmarks blending option is disabled. This option is missing on AMD graphics cards. However, the overall quality of Skidmarks is otherwise set to High on both GeForce and AMD.
Note: The game also supports DLSS 2.0 and FidelityFX for upscaling and sharpening, but due to the relatively low hardware requirements in the native settings, we will not address them in standard tests. However, measurements on request are possible if you ask for it.



We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

FIFA 21

Test platform custom scene (Autumn/Fall, Overcast, 9pm, Old Trafford); API DirectX 12, graphics setting preset Ultra; no extra settings.








We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

Forza Horizon 4

Test platform custom scene; API DirectX 12, graphics setting preset Ultra; 2× MSAA; no extra settings.








We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

Mafia: DE

Test platform custom scene (from the Salieri’s Bar parking lot to the elevated railway gate); API DirectX 11, graphics setting preset High; no extra settings.








We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

Metro Exodus

Test platform benchmark; API DirectX 12, graphics setting preset Extreme; no extra settings.








We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

Metro Exodus with DXR

Test platform benchmark; API DirectX 12, graphics setting preset Ultra; extra settings DXR.

DXR (native)








We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

Microsoft Flight Simulator

Disclaimer: We do not use the results from this game to calculate average game performance. This is because updates often change the game’s performance and when they do, we start building the results database from scratch. To check the consistency of the MFS results, we run a test scene with the MSI RTX 3080 Gaming X Trio before testing each new graphics card.

Test platform custom scene (Paris-Charles de Gaulle, Air Traffic: AI, February 14, 9:00) autopilot:from 1000 until hitting the terrain; API DirectX 11, graphics setting preset Ultra; TAA; no extra settings.








We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

Red Dead Redemption 2 (Vulkan)

Test platform custom scene; API Vulkan, graphics setting preset Favor Quality; no extra settings.








We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

Red Dead Redemption 2 (Dx12)

Test platform custom scene; API DirectX 12, graphics setting preset Favor Quality; no extra settings.








We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

Shadow of the Tomb Raider

Test platform custom scene; API DirectX 12, graphics setting preset Highest; TAA; no extra settings.








We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

Shadow of the Tomb Raider s DXR

Test platform benchmark; API DirectX 12, graphics setting preset Highest; extra settings DXR.






Note: This game also supports DLSS and FidelityFX CAS, but since this is an older title and there are more than enough tests, we will not address this setting in standard tests. However, testing on request is possible if you ask for it.



We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

Total War Saga: Troy

Test platform benchmark; API DirectX 11, graphics setting preset Ultra; 4× AA, no extra settings.








We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

Wasteland 3

Test platform custom scene; API DirectX 11, graphics setting preset Ultra; no extra settings.








We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

Overall gaming performance

We calculate the average performance so that each game has an equal weight on the result. You can find out exactly how we arrive at the result in this article.





Performance per euro





We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

CompuBench 2.0 (OpenCL)

Test platform benchmark; API OpenCL; no extra settings.

Game Effects



Advanced Compute




High Quality Computer Generated Imagery and Rendering



Computer Vision


We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

SPECviewperf 2020

Test platform benchmark; API OpenGL a DirectX; no extra settings.









SPECworkstation 3





We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

FLOPS, IOPS and memory speed tests

Test platform benchmark; app version 6.32.5600; no extra settings.













We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

LuxMark

Test platform benchmark; API OpenCL; no extra settings.



Blender@Cycles

Test platform render BMW and Classroom; renderer Cycles, 12 tiles; extra settings OpenCL.





We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

Blender@Radeon ProRender

Test platform render BMW and Classroom; renderer Radeon ProRender, 1024 samples; extra settings OpenCL.


Blender@Eevee

Test platform animation render Ember Forest; renderer Eevee, 350 images; extra settings OpenCL.

Render Ember Forest v Blender 2.92




We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

Photo editing

Adobe Photoshop: Test platform PugetBench; no extra settings.







Affinity Photo: Test platform built-in benchmark; no extra settings.


Adobe Lightroom*: Test platform custom 1-gigabyte archive of 42 RAW photos (CR2) from a DSLR; no extra settings.




We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

Broadcasting

OBS Studio and XSplit: Test platform F1 2020 game benchmark; extra nastavenia enabled encoders AMD VCE/Nvidia Nvenc (AVC/H.264), output resolution 2560 × 1440 px (60 fps), target bitrate 19,700 kbps.







We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

Password cracking

Test platform Hashcat; no extra settings. You can easily try the tests yourself. Just download the binary and enter the cipher you are interested in using the numeric code on the command line.











We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

GPU clock speed










We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

GPU temperatures











We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

Net graphics card power draw









Performance per watt





We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

Analysis of 12 V branch power supply (higher load)







We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

Analysis of 12 V branch power supply (lower load)












We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

Analysis of 3.3 V branch power supply

A view of the in-between card for power draw measurement from the PCI Express slot. 3.3 V branch











We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

Noise level







We didn’t make it to the release day of the Radeon RX 6000 refresh, but we’ve got them – performance tests with the Resizable BAR active. Mostly this technology is useful, but in some cases it is harmful. The test results show how AMD tunes this technology across different driver versions, optimizes it, and sometimes breaks and doesn’t fix some things for a change. However, these are outnumbered, and quite overwhelmingly, by improvements.

Frequency response of sound

Measurements are performed in the TrueRTA application, which records sound in a range of 240 frequencies in the recorded range of 20–20,000 Hz. For the possibility of comparison across articles, we export the dominant frequency from the low (20–200 Hz), medium (201–2,000 Hz) and high (2,001–20,000 Hz) range to standard bar graphs.

However, for an even more detailed analysis of the sound expression, it is important to perceive the overall shape of the graph and the intensity of all frequencies/tones. If you don’t understand something in the graphs or tables below, you’ll find the answers to all your questions in this article. This explains how to read the measured data below correctly.

The microphone we use to analyze the sound of coolers and coils



Graphics cardDominant sound freq. and noise level in F1 2020@2160pNF-F12 PWMNF-A15 PWM
Low rangeMid rangeHigh range
Frequency [Hz]Noise level [dBu]Frequency [Hz]Noise level [dBu]Frequency [Hz]Noise level [dBu]
Sapphire RX 6650 XT Nitro+ (P), ReBAR on50,4-83,31107,9-72,47240,8-82,5
Sapphire RX 6650 XT Nitro+ (P), ReBAR off184,9-82,31107,9-71,46834,4-82,2
Sapphire RX 6600 XT Pulse, ReBAR onSapphire RX 6600 XT Pulse, ReBAR on100,8-71,81356,1-72,76088,7-80,9
Sapphire RX 6600 XT Pulse, ReBAR offSapphire RX 6600 XT Pulse, ReBAR off100,8-71,8219,8-74,56088,7-81,0
Aorus RTX 3080 Xtreme 10G (OC), ReBAR on50,4-77,01076,3-56,52031,9-69,4
Aorus RTX 3080 Xtreme 10G (OC), ReBAR off50,4-75,91076,3-56,72031,9-69,6
Sapphire RX 6900 XT Toxic LE (P), ReBAR onSapphire RX 6900 XT Toxic LE (P), ReBAR on138,5-62,41107,9-56,611166,8-74,7
Sapphire RX 6900 XT Toxic LE (P), ReBAR offSapphire RX 6900 XT Toxic LE (P), ReBAR on138,5-61,91107,9-55,65747,0-74,7
Sapphire RX 6700 XT Nitro+ (P), ReBAR on100,8-73,21076,3-71,27034,6-76,5
Sapphire RX 6700 XT Nitro+ (P), ReBAR off100,8-75,21076,3-73,57034,6-76,5
MSI RTX 3060 Ti Gaming X Trio, ReBAR off100,8-70,61107,9-82,87034,6-83,7
Gigabyte RTX 3060 Eagle OC 12G, ReBAR off100,8-71,6213,6-64,32031,9-74,2
MSI RTX 3090 Gaming X Trio, ReBAR off100,8-72,31076,3-76,04561,4-81,2
MSI RTX 3070 Gaming X Trio, ReBAR off100,8-73,91076,3-79,76267,2-85,1
AMD Radeon RX 6800, ReBAR on100,8-71,01076,3-66,59665,3-81,3
AMD Radeon RX 6800, ReBAR off100,8-71,81107,9-67,42091,4-75,3
TUF RTX 3080 O10G Gaming, ReBAR off100,8-76,01107,9-77,97034,6-74,4
AMD Radeon RX 6800 XT, ReBAR on100,8-71,61107,9-74,710848,9-76,3
AMD Radeon RX 6800 XT, ReBAR off100,8-73,01107,9-74,710848,9-76,5
/* Here you can add custom CSS for the current table */ /* Lean more about CSS: https://en.wikipedia.org/wiki/Cascading_Style_Sheets */ /* To prevent the use of styles to other tables use "#supsystic-table-1445" as a base selector for example: #supsystic-table-1445 { ... } #supsystic-table-1445 tbody { ... } #supsystic-table-1445 tbody tr { ... } */



Graphics cardDominant sound freq. and noise level in SOTTR@2160pNF-F12 PWMNF-A15 PWM
Low rangeMid rangeHigh range
Frequency [Hz]Noise level [dBu]Frequency [Hz]Noise level [dBu]Frequency [Hz]Noise level [dBu]
Sapphire RX 6650 XT Nitro+ (P), ReBAR on50,4-80,11107,9-76,56834,4-84,3
Sapphire RX 6650 XT Nitro+ (P), ReBAR off47,6-84,31107,9-75,96834,4-82,8
Sapphire RX 6600 XT Pulse, ReBAR on100,8-68,81356,1-75,76088,7-82,6
Sapphire RX 6600 XT Pulse, ReBAR off100,8-69,51356,1-74,85915,4-83,1
Aorus RTX 3080 Xtreme 10G (OC), ReBAR on44,9-73,01045,7-50,32031,9-60,5
Aorus RTX 3080 Xtreme 10G (OC), ReBAR off41,8-72,61076,3-51,42031,9-60,7
Sapphire RX 6900 XT Toxic LE (P), ReBAR onSapphire RX 6900 XT Toxic LE (P), ReBAR on138,5-63,11140,4-57,95747,0-74,7
Sapphire RX 6900 XT Toxic LE (P), ReBAR offSapphire RX 6900 XT Toxic LE (P), ReBAR off134,5-61,71107,9-58,65747,0-74,2
Sapphire RX 6700 XT Nitro+ (P), ReBAR on100,8-73,91140,4-75,45915,4-77,2
Sapphire RX 6700 XT Nitro+ (P), ReBAR off100,8-75,11107,9-75,25915,4-76,5
MSI RTX 3060 Ti Gaming X Trio, ReBAR off100,8-70,81076,3-83,67034,6-81,9
Gigabyte RTX 3060 Eagle OC 12G, ReBAR off100,8-71,9213,6-64,52031,9-73,8
MSI RTX 3090 Gaming X Trio, ReBAR off106,8-74,5213,6-71,34561,4-79,3
MSI RTX 3070 Gaming X Trio, ReBAR off100,8-73,0213,6-72,36267,2-84,9
AMD Radeon RX 6800, ReBAR on100,8-71,81140,4-66,19948,5-81,3
AMD Radeon RX 6800, ReBAR off100,8-71,61140,4-67,89665,3-80,6
TUF RTX 3080 O10G Gaming, ReBAR off100,8-75,41076,3-72,37240,8-74,2
AMD Radeon RX 6800 XT, ReBAR on100,8-73,21107,9-73,910848,9-76,3
AMD Radeon RX 6800 XT, ReBAR off100,8-73,21107,9-75,310848,9-75,4
/* Here you can add custom CSS for the current table */ /* Lean more about CSS: https://en.wikipedia.org/wiki/Cascading_Style_Sheets */ /* To prevent the use of styles to other tables use "#supsystic-table-1446" as a base selector for example: #supsystic-table-1446 { ... } #supsystic-table-1446 tbody { ... } #supsystic-table-1446 tbody tr { ... } */



Graphics cardDominant sound freq. and noise level in CS:GO@2160pNF-F12 PWMNF-A15 PWM
Low rangeMid rangeHigh range
Frequency [Hz]Noise level [dBu]Frequency [Hz]Noise level [-dBu]Frequency [Hz]Noise level [-dBu]
Sapphire RX 6650 XT Nitro+ (P), ReBAR on50,4-79,61107,9-74,27240,8-80,8
Sapphire RX 6650 XT Nitro+ (P), ReBAR off49,0-84,31107,9-80,06834,4-80,2
Sapphire RX 6600 XT Pulse, ReBAR on100,8-68,71356,1-74,76088,7-80,8
Sapphire RX 6600 XT Pulse, ReBAR off100,8-69,31356,1-75,16088,7-79,2
Aorus RTX 3080 Xtreme 10G (OC), ReBAR on47,6-67,11045,7-49,62031,9-60,1
Aorus RTX 3080 Xtreme 10G (OC), ReBAR off47,6-70,31140,4-50,82031,9-60,2
Sapphire RX 6900 XT Toxic LE (P), ReBAR onSapphire RX 6900 XT Toxic LE (P), ReBAR on138,5-64,11107,9-60,18610,8-70,9
Sapphire RX 6900 XT Toxic LE (P), ReBAR offSapphire RX 6900 XT Toxic LE (P), ReBAR off134,5-71,61107,9-66,48365,6-72,1
Sapphire RX 6700 XT Nitro+ (P), ReBAR on100,8-72,61173,8-74,95915,4-74,6
Sapphire RX 6700 XT Nitro+ (P), ReBAR off100,8-75,01107,9-73,85747,0-74,2
MSI RTX 3060 Ti Gaming X Trio, ReBAR off100,8-71,41107,9-83,16267,2-82,5
Gigabyte RTX 3060 Eagle OC 12G, ReBAR off100,8-72,6213,6-64,82031,9-73,8
MSI RTX 3090 Gaming X Trio, ReBAR off106,8-75,7213,6-73,44695,1-77,6
MSI RTX 3070 Gaming X Trio, ReBAR off106,8-75,7213,6-73,46267,2-82,7
AMD Radeon RX 6800, ReBAR on100,8-71,21107,9-66,29948,5-77,4
AMD Radeon RX 6800, ReBAR off100,8-71,11076,3-77,39665,3-77,7
TUF RTX 3080 O10G Gaming, ReBAR off100,8-74,21076,3-70,97240,8-74,4
AMD Radeon RX 6800 XT, ReBAR on100,8-73,01107,9-74,37671,3-72,4
AMD Radeon RX 6800 XT, ReBAR off100,8-72,31107,9-73,710848,9-72,5
/* Here you can add custom CSS for the current table */ /* Lean more about CSS: https://en.wikipedia.org/wiki/Cascading_Style_Sheets */ /* To prevent the use of styles to other tables use "#supsystic-table-1448" as a base selector for example: #supsystic-table-1448 { ... } #supsystic-table-1448 tbody { ... } #supsystic-table-1448 tbody tr { ... } */



Graphics cardDominant sound freq. and noise level in Blender (Cycles), ClassroomNF-F12 PWMNF-A15 PWM
Low rangeMid rangeHigh range
Frequency [Hz]Noise level [dBu]Frequency [Hz]Noise level [dBu]Frequency [Hz]Noise level [dBu]
Sapphire RX 6650 XT Nitro+ (P), ReBAR on50,4-77,91107,9-83,57240,8-87,3
Sapphire RX 6650 XT Nitro+ (P), ReBAR off50,4-79,11107,9-83,97240,8-87,5
Sapphire RX 6600 XT Pulse, ReBAR on100,8-70,11356,1-73,45583,4-86,1
Sapphire RX 6600 XT Pulse, ReBAR off100,8-69,81356,1-73,75915,4-86,0
Asus GT 1030 SL 2G BRK, ReBAR off50,397-71,71107,9-94,919330,5-90,5
Aorus RTX 3080 Xtreme 10G (OC), ReBAR on50,4-76,41107,9-57,92031,9-69,7
Aorus RTX 3080 Xtreme 10G (OC), ReBAR off50,4-78,71076,3-60,95424,5-74,0
Sapphire RX 6900 XT Toxic LE (P), ReBAR on116,5-65,01107,9-68,55120,0-77,3
Sapphire RX 6900 XT Toxic LE (P), ReBAR off116,5-65,11107,9-68,45120,0-77,1
Sapphire RX 6700 XT Nitro+ (P), ReBAR on100,8-72,61173,8-86,65915,4-82,4
Sapphire RX 6700 XT Nitro+ (P), ReBAR off100,8-75,81076,3-87,25915,4-82,1
MSI RTX 3060 Ti Gaming X Trio, ReBAR off100,8-70,4987,0-89,56450,8-89,0
Gigabyte RTX 3060 Eagle OC 12G, ReBAR off100,8-72,6213,6-70,02031,9-79,1
MSI RTX 3090 Gaming X Trio, ReBAR off100,8-71,21076,3-85,35915,4-92,0
MSI RTX 3070 Gaming X Trio, ReBAR off100,8-71,21076,3-85,318245,6-90,8
AMD Radeon RX 6800, ReBAR on100,8-71,9987,0-89,27452,9-88,3
AMD Radeon RX 6800, ReBAR off100,8-71,1987,0-89,07452,9-88,2
TUF RTX 3080 O10G Gaming, ReBAR off106,8-81,51660,0-80,66834,4-78,0
AMD Radeon RX 6800 XT, ReBAR on97,9-79,81208,2-89,67671,3-85,2
AMD Radeon RX 6800 XT, ReBAR off100,8-73,01243,6-95,27671,3-85,0
/* Here you can add custom CSS for the current table */ /* Lean more about CSS: https://en.wikipedia.org/wiki/Cascading_Style_Sheets */ /* To prevent the use of styles to other tables use "#supsystic-table-1449" as a base selector for example: #supsystic-table-1449 { ... } #supsystic-table-1449 tbody { ... } #supsystic-table-1449 tbody tr { ... } */



Graphics cardDominant sound freq. and noise level in CS:GO@1080p (coils only*)NF-F12 PWMNF-A15 PWM
Low rangeMid rangeHigh range
Frequency [Hz]Noise level [dBu]Frequency [Hz]Noise level [dBu]Frequency [Hz]Noise level [dBu]
Sapphire RX 6650 XT Nitro+ (P), ReBAR on50,4-81,81045,7-84,22091,4-77,7
Sapphire RX 6650 XT Nitro+ (P), ReBAR off50,4-83,31974,0-90,07034,6-82,4
Sapphire RX 6600 XT Pulse, ReBAR on100,8-72,01107,9-83,72215,8-79,6
Sapphire RX 6600 XT Pulse, ReBAR off100,8-68,41917,8-88,76450,8-81,4
Asus GT 1030 SL 2G BRK, ReBAR off50,4-71,11107,9-91,712534,3-89,8
Aorus RTX 3080 Xtreme 10G (OC), ReBAR on50,4-80,61660,0-80,37896,1-80,2
Aorus RTX 3080 Xtreme 10G (OC), ReBAR off50,4-78,81660,0-82,67671,3-80,4
Sapphire RX 6900 XT Toxic LE (P), ReBAR onSapphire RX 6900 XT Toxic LE (P), ReBAR on100,8-74,9739,4-67,95915,4-78,5
Sapphire RX 6900 XT Toxic LE (P), ReBAR offSapphire RX 6900 XT Toxic LE (P), ReBAR off50,4-81,4739,4-70,28610,8-73,6
Sapphire RX 6700 XT Nitro+ (P), ReBAR on100,8-74,6987,0-84,85747,0-69,6
Sapphire RX 6700 XT Nitro+ (P), ReBAR off100,8-74,71395,9-88,45747,0-70,3
MSI RTX 3060 Ti Gaming X Trio, ReBAR off100,8-73,01974,0-88,16267,2-83,6
Gigabyte RTX 3060 Eagle OC 12G, ReBAR off100,8-73,61974,0-90,26088,7-83,1
MSI RTX 3090 Gaming X Trio, ReBAR off50,4-76,1987,0-84,85915,4-83,3
MSI RTX 3070 Gaming X Trio, ReBAR off100,8-74,71317,5-81,46088,7-84,6
AMD Radeon RX 6800, ReBAR on100,8-71,8987,0-87,77452,9-80,4
AMD Radeon RX 6800, ReBAR off100,8-72,01660,0-90,48863,1-84,5
TUF RTX 3080 O10G Gaming, ReBAR off100,8-75,61140,4-81,79948,5-78,7
AMD Radeon RX 6800 XT, ReBAR on100,8-73,61660,0-79,87452,9-74,0
AMD Radeon RX 6800 XT, ReBAR off100,8-73,31660,0-83,37452,9-76,4
/* Here you can add custom CSS for the current table */ /* Lean more about CSS: https://en.wikipedia.org/wiki/Cascading_Style_Sheets */ /* To prevent the use of styles to other tables use "#supsystic-table-1450" as a base selector for example: #supsystic-table-1450 { ... } #supsystic-table-1450 tbody { ... } #supsystic-table-1450 tbody tr { ... } */
*With the Sapphire RX 6900 XT Toxic LE, as with the only tested graphics card, the spectral analysis also includes the sound of the water pump.