Gears Tactics is the latest grub smashing entry into the long-running Gears franchise. This time around however you'll be shaking the formula up with an XCOM style strategy mix rather than a cover to cover over the shoulder shooty game, and that brings a bit of a different angle (literally) in the way the game's performance works. Powered once again by the Unreal Engine 4 we see Gears Tactics take place before the events of even the first game and acts as a prequel to the entire series. But enough of the story, if you want those details you'll want to check out our Review where Chris gave it an 8.5.
Backing up to the graphics portion now. The game is powered by the ever evolving Unreal Engine 4 and is bringing some very interesting graphical options to the mix. There's the recurring dynamic resolution scaling ability that allows you to set a minimum framerate and the game will scale accordingly to try and keep you above that minimum. It works decently well so long as something like Temporal AA doesn't bother you and you're okay with a softer edged image. They did give you a new option to tackle a performance hit from within the lines with Variable Rate Shading (VRS), we'll get into that one towards the end. There are some really impactful options in this one revolving around reflections because of the nature of the camera in this game.
Gears Tactics makes use of Unreal Engine 4's support for Planar Reflections that are quite a bit better than Screen Space Reflections due to the fact that they can reflect objects that are just offscreen rather than simply those in the screen space. There is a cost to this and it is most certainly in the performance category. We did have this option enabled for all the testing, but disabling Planar Reflections and Glossy Reflections can result in noticeable performance improvement. That is something worth keeping in mind as you look over the results.
Minimum Desktop Spec
- OS - Windows 10 64-bit May 2019 Update
- CPU - Intel i3 6100/AMD FX-6000
- GPU - Radeon R7 260X/GeForce GTX 750 Ti
- VRAM - 2GB
- RAM - 8GB
- DirectX - DirectX 12
- HDD - 45GB
- Sound Card - DirectX Compatible
Recommended Desktop Spec
- OS- Windows 10 64-bit May 2019 Update
- CPU - Intel i5 8400/AMD Ryzen 3
- GPU - Radeon RX 570/GeForce GTX 970
- VRAM - 4GB
- RAM - 8GB
- DirectX - DirectX 12
- HDD - 45GB
- Sound Card - DirectX Compatible
Ideal Desktop Spec
- OS- Windows 10 64-bit May 2019 Update
- CPU - Intel i7 8700/AMD Ryzen 7
- GPU - AMD Radeon VII/GeForce RTX 2080
- VRAM - 8GB
- RAM - 16GB
- DirectX - DirectX 12
- HDD - SSD 45GB
- Sound Card - DirectX Compatible
Recommended Laptop Spec
- OS - Windows 10 64-bit May 2019 Update
- CPU - Intel i7 1065G7
- GPU - Intel Iris Plus
- VRAM - N/A
- RAM - 16GB
- DirectX - DirectX 12
- HDD - SSD 45GB
- Sound Card - DirectX Compatible
Testing Methodology
Gears Tactics comes packed with a very nice built-in benchmark utility that does a very good job replicating typical gameplay. There is a little bit of variance between the runs so it was imperative to have several in order to average them out to get an idea of where performance lies. As far as settings go we found that not all presets meant the same for each graphics card so we manually set everything to what we're calling the "Max" Setting for the testing. It is also important to note that a tactics game like this doesn't really benefit from high refresh rates in non-competitive scenarios outside of smoothing out the game since you're reaction speed and being able to spot small movements isn't key to winning.
Once we had the results from 3 runs, after discarding an initial burner run for loading purposes, we took the average of average frame rates as well as the 99th percentile results from the run. We report our performance metrics as average frames per second and have moved away from the 1% and .1% reporting and are now using the 99th percentile. For those uncertain of what the 99th percentile is, representing is easily explained as showing only 1 frame out of 100 is slower than this frame rate. Put another way, 99% of the frames will achieve at least this frame rate.





2 of 9
Test System
| Components | Z370 |
|---|---|
| CPU | Intel Core i9-9900k @ 5GHz |
| Memory | 32GB Mushkin Redline DDR4 3600 |
| Motherboard | EVGA Z370 Classified K |
| Storage | Kingston KC2000 1TB NVMe SSD |
| PSU | Cooler Master V1200 Platinum |
| Windows Version | Latest verion of windows at the time of testing |
| Hardware-Accelerated GPU Scheduling | On if supported by GPU and driver. |
Graphics Cards Tested
| GPU | Architecture | Core Count | Clock Speed | Memory Capacity | Memory Speed |
|---|---|---|---|---|---|
| NVIDIA RTX 2080ti FE | Turing | 4352 | 1350/1635 | 11GB GDDR6 | 14Gbps |
| NVIDIA RTX 2080 SUPER FE | Turing | 3072 | 1650/1815 | 8GB GDDR6 | 15.5Gbps |
| NVIDIA RTX 2070 SUPER FE | Turing | 2560 | 1605/1770 | 8GB GDDR6 | 14Gbps |
| NVIDIA RTX 2060 SUPER | Turing | 2176 | 1470/1650 | 8GB GDDR6 | 14Gbps |
| NVIDIA RTX 2060 FE | Turing | 1904 | 1365/168 | 6GB GDDR6 | 14Gbps |
| ZOTAC Gaming GTX 1660 | Turing | 1408 | 1530/1785 | 6GB GDDR5 | 8Gbps |
| ZOTAC GTX 1650 SUPER | Turing | 1280 | 1530/1725 | 4GB GDDR6 | 12Gbps |
| NVIDIA GTX 1080 FE | Pascal | 2560 | 1607/1733 | 8GB GDDR5X | 10Gbps |
| NVIDIA GTX 1070 FE | Pascal | 1920 | 1506/1683 | 8GB GDDR5 | 8Gbps |
| NVIDIA GTX 1060 FE 6GB | Pascal | 1280 | 1506/1708 | 6GB GDDR5 | 8Gbps |
| AMD Radeon RX 5700XT | Navi 10 | 2560 | 1605/1755/1905 | 8GB GDDR6 | 14Gbps |
| AMD Radeon RX 5700 | Navi 10 | 2304 | 1465/1625/1725 | 8GB GDDR6 | 14Gbps |
| Sapphire RX 5600 XT Pulse | Navi 10 | 2304 | 1130/1660/1750 | 6GB GDDR6 | 14Gbps |
| AMD RX Vega 64 | Vega 10 | 4096 | 1247/1546 | 8GB HBM2 | 945Mbps |
| AMD RX Vega 56 | Vega 10 | 3584 | 1156/1471 | 8GB HBM2 | 800Mbs |
| Sapphire RX 5500 XT 4GB | Navi 14 | 1408 | 1737/1845 | 4GB GDDR6 | 14Gbps |
| MSI RX 580 Armor 8GB | Polaris 20 | 2304 | 1366 | 8GB GDDR5 | 8Gbps |
| Sapphire Nitro+ RX 570 4GB | Polaris 20 | 2048 | 1340 | 4GB GDDR5 | 7Gbps |
Drivers Used
| Drivers | |
|---|---|
| Radeon Settings | 20.4.2 |
| GeForce | 445.87 |
Preset Scaling At 4K
Testing presets at 4K gives us a couple of quick metrics before diving into the game too deeply. First off, it shows us how the game looks at various presets as well as how performance scales with those settings. Gears Tactics scales quite a bit visually and in performance between Low to High, but once you get to high the differences become much more subtle when going to Ultra or to our Max Preset we used for testing.
The Low Preset is generally quite ugly, but if you're on the lower end of the spectrum and don't care about the bells and whistles you'll be able to push into some really playable framerates on a potato, I was able to play this one at 720p Low and stay over 30 FPS on a 15w Ice Lake CPU (will get into that one in a later review). Medium really cleans the image up, so if you're having issues getting good performance on older hardware maybe give this one a go and couple dynamic resolution in the mix.

Low Preset
Medium Preset
High Preset
Ultra Preset
UHD 4K Preset Scaling 9900k + RTX 2080 Ti
AVG FPS
99th Percentile
0
40
80
120
160
200
240
0
40
80
120
160
200
240
Low 181
100
Medium 123
84
High 73
66
Ultra 55
50
We recently added in this section as a representation of what to expect in scaling at 1080p. We went with the more entry level Radeon card on this one to offer up a bit of contrast to the GeForce powered 4K testing.
HD 1080p Preset Scaling
AVG FPS
99th Percentile
0
50
100
150
200
250
300
0
50
100
150
200
250
300
Low 210
147
Medium 134
79
High 80
72
Ultra 64
59
Intel Core Scaling Performance
While this test won’t tell just how many cores and threads the game can and will use, it does show how the game performs as you move up in cores and threads available. These were tested at the 1080p resolution using the Ultra Preset while pairing the CPU with the RTX 2080 Ti Founders Edition. While this does not take into account the cache difference you would see with Intel CPUs as you move through their offering stack it does give us a better idea of how the game benefits and behaves from more cores and threads.
Note: The additional GPU Bound Percentage is based on the percent of the GPU that was in use as reported by the in-game benchmark results screen.
Core i9-9900K Core and Thread Scaling
AVG FPS
99th Percentile
GPU Bound Percentage
0
40
80
120
160
200
240
0
40
80
120
160
200
240
8c/16t 137
108
92
8c/8t 138
106
90
6c/12t 138
99
88
6c/6t 140
95
90
4c/8t 125
82
80
4c/4t 128
79
80
2c/4t 106
55
78
2c/2t 78
26
67
Graphics Card Results
1080p
Standard 1080p Max Settings Performance
AVG FPS
99th Percentile
0
40
80
120
160
200
240
0
40
80
120
160
200
240
RTX 2080 Ti FE 130
99
RTX 2080 SUPER 117
93
RX 5700 XT 100
92
RTX 2070 SUPER 100
82
RX 5700 92
85
RX 5600 XT 89
81
RTX 2060 SUPER 88
74
RX Vega 64 87
76
RTX 2060 FE 82
72
GTX 1080 FE 81
66
RX Vega 56 79
71
GTX 1070 FE 72
58
GTX 1660 62
57
RX 5500 XT 4GB 59
55
GTX 1650 SUPER 58
53
RX 580 8GB 52
48
GTX 1060 6GB FE 52
47
RX 570 4GB 47
43
Ultrawide 1080p
Ultrawide 1080p Max Settings Performance
AVG FPS
99th Percentile
0
40
80
120
160
200
240
0
40
80
120
160
200
240
RTX 2080 Ti FE 109
89
RTX 2080 SUPER 88
77
RTX 2070 SUPER 80
68
RX 5700 XT 78
71
RTX 2060 SUPER 73
63
RX 5700 68
62
RX Vega 64 67
59
RX 5600 XT 63
59
RTX 2060 FE 61
53
RX Vega 56 60
55
GTX 1080 FE 59
51
GTX 1070 FE 54
50
GTX 1660 47
43
RX 5500 XT 4GB 44
42
GTX 1650 SUPER 44
40
RX 580 8GB 41
38
GTX 1060 6GB FE 38
35
RX 570 4GB 36
32
1440p
Standard 1440p Max Settings Performance
AVG FPS
99th Percentile
0
20
40
60
80
100
120
0
20
40
60
80
100
120
RTX 2080 Ti FE 90
81
RTX 2080 SUPER 82
71
RTX 2070 SUPER 70
63
RX 5700 XT 66
62
RX 5700 61
57
RTX 2060 SUPER 60
55
RX 5600 XT 57
54
RX Vega 64 57
52
RTX 2060 FE 54
48
GTX 1080 FE 53
49
RX Vega 56 49
45
GTX 1070 FE 46
39
GTX 1660 39
35
RX 5500 XT 4GB 38
36
GTX 1650 SUPER 37
33
RX 580 8GB 34
30
GTX 1060 6GB FE 34
31
RX 570 4GB 32
30
Ultrawide 1440p
Ultrawide 1440p Max Settings Performance
AVG FPS
99th Percentile
0
20
40
60
80
100
120
0
20
40
60
80
100
120
RTX 2080 Ti FE 76
68
RTX 2080 SUPER 65
59
RTX 2070 SUPER 59
54
RX 5700 XT 49
46
RTX 2060 SUPER 47
43
RX 5700 45
42
RTX 2060 FE 43
40
GTX 1080 FE 43
37
RX 5600 XT 42
40
RX Vega 64 41
36
RX Vega 56 38
36
GTX 1070 FE 35
29
GTX 1660 31
27
RX 5500 XT 4GB 31
29
GTX 1650 SUPER 29
25
RX 580 8GB 26
25
GTX 1060 6GB FE 25
23
RX 570 4GB 25
23
UHD 4K
UHD 4K Max Settings Performance
AVG FPS
99th Percentile
0
8
16
24
32
40
48
0
8
16
24
32
40
48
RTX 2080 Ti FE 48
44
RTX 2080 SUPER 41
38
RTX 2070 SUPER 37
34
RX 5700 XT 33
31
RTX 2060 SUPER 30
27
RX 5700 29
27
RX 5600 XT 27
25
RTX 2060 FE 27
25
GTX 1080 FE 26
24
RX Vega 64 26
23
RX Vega 56 25
23
GTX 1070 FE 23
20
GTX 1660 21
20
GTX 1650 SUPER 20
19
RX 5500 XT 4GB 19
18
RX 580 8GB 17
16
GTX 1060 6GB FE 16
14
RX 570 4GB 16
14
Variable Rate Shading Performance Impact
Variable Rate Shading, first introduced to the market with the GeForce RTX line of graphics cards,received its own API thanks to Microsoft's efforts as revealed at the latest Game Developers Conference. It has also received support and implementation on the latest 10th Gen Ice Lake iGPU from Intel and will be part of the key components of their Xe architecture. Radeon will also be bringing support with their next-generation RDNA2 based GPUs as the Xbox Series X also supports VRS.
Variable Rate Shading is a technique that allows game developers to selectively reduce the shading rate in certain areas of the frame where there isn't much going on, thus improving the performance. Additionally, developers also have the option to do the opposite, to increase the shading rate in the areas that matter the most, thus improving visual quality there.
The first game to support this feature was Wolfenstein II: The New Colossus,which got it via patch last November. But, the big kicker with Gears Tactics is that it was available on day one and in the DX12 API rather than Vulkan. I will say before looking over the images and the results are that it is quite aggressive, but manages to claw back quite a bit of performance.


VRS Off
VRS On
VRS Performance
Link to full-size comparison here.
While you can get an idea in the images above here's a very zoomed in cut from each one showing what is going on in a very isolated section. This showcases the impact on the shading going on displaying that the impact while turned 'On' is clearly there it's much harder to discern while playing than 'Performance' as that mode is very aggressive and impacts the visuals greatly. If this were a fast-moving action shooter or racer I don't think it'd be that noticeable, but you're generally not moving quickly in this game so you'll likely notice it.

Left OFF, Center ON, Right Performance
1080p Maximum Settings Variable Rate Shading Average FPS
VRS OFF
VRS ON
VRS Performance
0
40
80
120
160
200
240
0
40
80
120
160
200
240
RTX 2080 Ti FE 130
141
149
RTX 2080 SUPER 117
125
134
RTX 2070 SUPER 100
107
116
RTX 2060 SUPER 88
96
106
RTX 2060 FE 82
87
97
GTX 1660 62
66
71
GTX 1650 SUPER 58
62
66
And claw back performance it does! Although the Performance settings is a bit too aggressive in my opinion. Simply turning VRS to ON will effectively jump your Turing based GPU up a rung in the performance category. This could allow you to turn on those gorgeous Planar Reflections and mitigate the impact a bit. The big difference here for me is that while Dynamic Resolution can maintain the shader integrity this can maintain the resolution crispness, it'll be up to you which is more valuable to retain for yourself. But, it is nice to see this feature making its way into more games and become available at launch in one of the most widely used game engines.
Conclusion
Truthfully Gears Tactics is a bit of a booger to squeeze out super high framerates while having the settings turned up. Seeing some of the 1080p focused cards fall below that 60 FPS line is a bit disappointing on the surface until you take a few things into account. The first being that we hit these cards with everything the game has to offer, and it has a lot. So simply dialing the details back even slightly will net you very nice performance increases. So you'll want to decide what shiny stuff you want to keep, and even if you want to keep it all you can turn on that Dynamic Resolution and go to town.
The other consideration is simply the type of game you've got there. I'm likely to be gunned down for saying this, but if you can hold over 45 FPS you're going to be in for a good time here. Gears Tactics isn't a twitchy style game at all. It's all about careful planning and pacing. This makes it the kind of game you're going to want to push the detail settings up in because you're going to be spending a lot of time looking at the scenes.
There are enough options here to tweak the game to get your desired performance and all of them can be done on the fly without the need to restart the game. One of my favorite options is the ability to turn on certain features just in the cutscenes where they will really pop but can get lost in the fray of the gameplay, might be worth a check if you want it super pretty for the exposition but don't want to lose a frame during the explosion! Time for me to Smash One Grub and get back to see how this storyline unfolds.









