Gears of War 5 system requirements, settings, benchmarks, and performance analysis

(Image credit: Microsoft)

Gears of War is back for another round and, as with the previous game, it’s launching simultaneously for both Xbox and Windows, so you don’t have to deal with the Windows Store since the game is also available on Steam. (Note that I’m testing the Microsoft Store version.) The arrival of Gears 5 made me realize it has been nearly three years since the last installment, and I’m certainly curious to see how much things have changed in terms of performance and graphics quality compared to Gears of War 4.

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As our partner for these detailed performance analyses, MSI provided the hardware we needed to test Gears of War 5 on a bunch of different AMD and Nvidia GPUs, multiple CPUs, and several laptops. See below for the full details, along with our Performance Analysis 101 article. Thanks, MSI!

Hardware has changed quite a bit in three years. In late 2016, the fastest graphics card around was the GTX 1080, and on the AMD side we were looking at the R9 Fury X. Now we’re looking at Nvidia’s RTX cards (though the ray tracing abilities aren’t used by Gears 5) and AMD’s RX 5700 as the latest and greatest. Gears 4 couldn’t manage a playable 60 fps at 4K back in the day, but perhaps Gears of War 5 will do better. Or maybe it’s just that we have GPUs that are basically twice as fast (and over twice as expensive).

Before we get to the testing, a few items are worth mentioning. First, AMD is promoting Gears 5. It will be one of the first games to support AMD’s new FidelityFX (Borderlands 3 being another), and AMD sent out a press release detailing a few other features. Plus, you can play Gears 5 “free” via Microsoft’s Xbox Game Pass, and you get a free 3-month subscription with the purchase of an AMD RX 5700 series GPU. And last, Gear 5 appears to be for DirectX 12 only, and in many DX12 games AMD graphics cards tend to perform better relative to their Nvidia competition.

Here’s a quick look at what the PC version of Gears of War 5 has to offer.

Gears of War 5 features

(Image credit: Future)

Gears of War 5 basically ticks off every bullet point except one: mods. That’s been the case since the first Gears of War and I don’t expect it to change any time soon. Otherwise, the PC version has pretty much everything you need.

You can play at any resolution, field of view adjustments are available, and the cutscenes are even in 21:9 by default (which means the sides either get cropped or you get letterboxing on a 16:9 display, and there’s a menu option that lets you choose). And then there’s the graphics settings list, which goes above and beyond anything else.

I’ll cover the settings below in more detail, but Gears 5 makes sure that even people who don’t know what anisotropic filtering or anti-aliasing are can easily see what they do via its preview feature. It’s pretty cool and actually useful. The only real problem is potential information overload—25 different settings, plus some additional tweaks that don’t really affect performance, but can change the way the game looks. Do you want standard bloom or anamorphic bloom? Do you even care?

It’s worth noting that Gears 5 will use your desktop resolution combined with screen scaling by default. If you have a 4K monitor but want to play at 1080p for performance reasons, you’re actually better off changing your desktop resolution to 1080p and then launching the game—or you can even change the desktop resolution while playing and Gears 5 won’t miss a beat, adjusting to the resolution. All testing was done with the desktop resolution set to the desired rendering resolution.

(Image credit: Microsoft)

Gears of War 5 PC system requirements

The official system requirements for Gears 5 are relatively tame, though no there’s no specific mention of expected performance. Based on my early test results (see below), I’d assume the minimum specs are for 1080p low at a steady 30 fps, though you might even get closer to 60 fps. The recommended specs meanwhile look like they should be good for 1080p medium at 60 fps, possibly even bumping up a few settings to high. Finally, the ideal specs should handle 1440p at ultra quality and still deliver 60 fps. Here are the system requirements:

Minimum:

  • CPU: Intel 6th Gen Core i3 or AMD FX-6000
  • GPU: Nvidia GeForce GTX 760/1050 or AMD Radeon R9 280/RX 560
  • RAM: 6GB
  • VRAM: 2GB
  • Storage: 80GB free
  • OS: Windows 10 May 2019 update (version 1903 or later)

Recommended:

  • CPU: Intel 6th Gen Core i5 or AMD Ryzen 3
  • GPU: Nvidia GeForce GTX 970/1660 Ti or AMD Radeon RX 570/5700
  • RAM: 8GB
  • VRAM: 4GB
  • Storage: 80GB free
  • OS: Windows 10 May 2019 update

Ideal:

  • CPU: Intel 6th Gen Core i7 or AMD Ryzen 7
  • GPU: Nvidia GeForce RTX 2080 or AMD Radeon VII
  • RAM: 16GB
  • VRAM: 8GB
  • Storage: SSD plus 100GB free
  • OS: Windows 10 May 2019 update

The specs cover quite a range of performance and hardware, and if a 6th Gen Core i3 or FX-series CPU will suffice, you can probably get by with a 2nd Gen Core i5/i7 as well. There are also some serious discrepancies, like the fact that the GTX 970 and GTX 1660 Ti are in completely different classes, and the same goes for the RX 570 and RX 5700. The ideal specs do look pretty hefty, but based on my testing Gears 5 should be playable at 60 fps and high or ultra settings on quite a few GPUs.

One thing that’s not clear is whether Gears of War 5 will work on Windows 7 or not. The Steam page says Win7 is supported, while Microsoft says you need the latest version of Windows 10, specifically the May 2019 updated (build 1903) or later, along with DirectX 12. But MS did port most of DX12 to Windows 7, so … maybe? Regardless, the Microsoft Store version I’m testing is DX12 only.

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Gears of War 5 PC performance charts

(Image credit: Future)

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Gears of War 5 PC performance charts

(Image credit: Future)

Gears of War 5 settings overview

Gears of War 5 almost sets a new record for the number of graphics options. There are 25 main options, with another five or so tweaks (e.g., a bit less or more sharpening than the default). That’s a lot of settings to sift through, but Gears 5 wins major kudos for letting you preview how most of the settings affect the way the game looks. Not sure whether volumetric lighting should be turned up or down? Check out the preview. It also suggests how much of an impact each setting can have on performance, though the estimates are a bit vague. Each setting lists one of “none/minor/moderate/major” for the impact on your GPU, CPU, and VRAM.

What does that actually mean? For this initial look, I checked each setting with the RX 5700 and RTX 2060 and generated the above charts, which provide a more precise estimate of performance. Gears of War 5 includes a built-in benchmark that delivers generally consistent results, so the measured changes should be reasonably accurate (within 1-2 percent). However, I only tested with one CPU and a relatively potent graphics card with 6GB GDDR6 VRAM, so some settings may have a greater impact on lower spec hardware.

Because there are so many individual settings, I’m only going to cover the ones that cause the greatest change in performance (at least 5 percent). My baseline performance is using the ultra preset at 1080p, and then dropping each setting to the minimum value. You can refer to the above chart for the RTX 2060 for the full test results, but here are the main highlights.

Gears of War 5 screenshots

(Image credit: Microsoft)

Changing World Texture Detail to low can improve performance by up to 10 percent, but it can also make the world look a lot blurrier. Dropping a notch to high instead of ultra can still improve performance a few percent with very little change in image quality.

Dropping Texture Filtering to 2x can reduce performance by up to 7 percent, and in motion you probably wouldn’t notice the difference between 2x and 16x anisotropic filtering.

Reducing World LOD and Foliage LOD are each good for up to 5 percent more performance, but the reduction in object detail can be noticeable. I’d try to keep these at high, or at least medium, unless your hardware is really struggling.

Dynamic Shadow Quality is the single biggest impact on performance, and the low setting can boost performance by up to 26 percent, but each step down is very visible, and the low setting makes everything look flat. Try to keep this at high or medium if possible.

If your minimum framerate is set at 60, don’t be surprised if you average close to 60 fps.

Turning off Ambient Occlusion can improve performance by 3-5 percent, but also makes things look a bit flat. It’s less noticeable than the drop in dynamic shadow quality, however.

Setting Tessellation Quality to low can boost performance by up to 10 percent, but it removes a lot of detail from some surfaces. I’d try for at least the medium setting.

Disabling Depth of Field can improve frame rates by around 6 percent, and some people prefer leaving this off to make background areas less blurry.

Finally, turning off Tiled Resources boosted performance by up to 10 percent, but minimum fps, particularly on the first pass, took a severe hit. I’d leave it on unless you have an older GPU where it’s specifically causing problems.

Everything else only changed performance by 0-3 percent, though in aggregate the gains can be larger. Still, if you’re at the point where you need to start turning down the remaining settings, you’re probably better off just using the low preset and maybe tweaking from there.

One important setting to point out is the minimum framerate option. All of my testing was done with this set at “none.” Setting a 30, 60, or 90 fps target for minimum framerate will dynamically scale quality and perhaps resolution to attempt to maintain the target performance. If your minimum framerate is set at 60, don’t be surprised if you average close to 60 fps … but on lower end hardware, it’s definitely not running the same workload.

source: gamezpot.com