STAR WARS Jedi Survivor Ryzen 2700x Extensive Ray Tracing Test

Опубликовано: 28 Март 2026
на канале: Cyberjunk
67
3

%1 lows and %0.1 lows metrics look poor %99 of the time because game has random traversal and VRAM related stutters all the time. Some of these stutters are caused by poor CPU architecture, some of them are caused by lack of VRAM and game needing to stream more assets and some of them are just inherent to the Unreal Engine. Even though %1 lows hardly recover, the "smooth" cycles are really smooth and enjoyable. But of course constant traversal stutters might make you deem the game unplayable on this config. For me it is playable as I've played games with relentlessly unstable 20-25 FPS back in 2010s. So for me it is somewhat playable "overall"

Both 2700x and 3070 in general is not equipped to handle ray tracing well in this game. On the 3070 side, it is caused by lack of VRAM. Even with a 1080p output buffer with a somewhat increased resolution scale at %80 (864p), game needs more VRAM (I used %80 scaling because by default, DLSS quality renders at 720p at 1080p which looks really blurry). Although you won't see VRAM usage maxed out, DXGI budgets constantly change (I've forgot to enable them but I will showcase this in a different test), which means the engine is trying to manage VRAM budget all the time, so there's not enough VRAM budget for the engine to settle on. This is why traversal stutters happen more frequently and in certain locations happen all the time because it needs to stream textures all the time in these locations.

On the 2700x side, it is unclear. It is probably a combination of the game having low average framerates (not enough headroom even for a 30 FPS lock with ray tracing) and double CCX architecture being stressed. The threads in two CCX clusters have to communicate more in crowded areas which makes the CPU render frametimes inconsistently. It is something that only a Zen 3 CPU would probably help if that is the case.

30 FPS limit is a necessity if you want any stability aside from traversal stutters. This CPU cannot render without frametime spikes if framerate is uncapped in this game. The smooth cycles you see in various regions are only made possible with the frame limit. If not for the frame limit, those regions also constantly stutter.

And finally Geforce Experience recording uses a bit more VRAM which causes more strain on VRAM and due to more data streaming, on the CPU. Game overall is a bit more stable to play without recording.

0:00 Fort Kah'lin
1:00 DLSS %80 resolution scaling (to reduce vram pressure a bit but also put GPU load a bit higher compared to DLSS quality)
1:14 Fort Kah'lin (smooth and stutter cycles, somewhat playable)
6:22 Outside Fort Kah'lin (smooth with very few stutters, enjoyable to play)
10:50 Rambler's Reach (constant stutters and frametime spikes, unplayable)
12:25 VRAM pressure at 1080p %80 scaling
12:32 Bilemaw Den and various areas near it (smooth with very few stutters, enjoyable to play)
20:24 Devastated Settlement (smooth with no stutters, %1 lows are able to hit 30 FPS, highly enjoyable to play)
24:04 Derelict Dam (smooth with rare stutters, %1 lows are able to hit 30 FPS, highly enjoyable to play)
28:10 Forest Array and Bilemaw Den (smooth with few stutters, enjoyable to play)
32:50 Back to Rambler's Reach (constant stutters and frametime spikes, unplayable)
36:00 Shattered Moon (smooth and stutter cycles, somewhat playable)
42:20 Jedha (smooth with rare stutters, %1 lows are able hit 30 FPS, highly enjoyable to play)
53:04 Pyloon's Saloon (smooth with rare stutters, playable)
54:50 Back to Rambler's Reach (constant stutters and frametime spikes, unplayable)
56:00 Areas around Rambler's Reach (constant stutters with frametime spikes, unplayable)
58:15 Fort Kah'lin upper region, worst case scenario, not able to hit 30 FPS average, constant frametime spikes)