Star Wars Outlaws GPU Benchmark
43 GPUs Tested -- 522 Data Points!
Star Wars Outlaws is a new open-world action-adventure game by Ubisoft, and not another god-awful Star Wars TV series, so for that, we're thankful. But is it a good game? Well, we're not here to review it, but with an average critic rating of 73, it seems at least decent. Honestly, aside from a few broken animations and some graphical glitches – which shouldn't be present in the final version – it played well up until the point where we stopped playing and started benchmarking.
Today, we're doing the usual thing where we lock ourselves in the benchmark lab for a few days, causing us to lose any sense of time and messing up our circadian rhythm worse than your PC after the last Windows update. Anyway, this isn't about our psychosis, but rather all the data that resulted from it…
First things first: the benchmark pass. After playing the game for a few hours, we decided to test on the arid moon known as 'Toshara.' Essentially, the test starts when exiting the 'Gambling Parlour' and ends when we exit the main building. The test is carried out with the character sprinting and takes 30 seconds to complete.
We chose this area because it's very demanding on both the CPU and GPU. For example, the Ryzen 7 7800X3D saw CPU usage hover between 65-80%, which is very high. We suspect many CPUs will struggle with this title, especially in the more demanding sections.
Now for the test conditions: we have five configurations, each tested at three resolutions, all using the 16:9 aspect ratio with up to 43 GPUs. This gives us 522 data points in total, so we have a lot to cover. All five configurations have been tested using quality upscaling with the 'fixed mode,' as we believe this is how most gamers will play the game.
We then have two configurations using RTX Direct Lighting – one with frame generation enabled and the other without. There's also the more standard 'ultra,' 'high,' and 'medium' preset testing, again with quality upscaling enabled. GPUs that support DLSS 3 frame generation used that, while the rest used FSR frame generation.