
Due to this design, there’s a slight delay in GPU work in between each of those renders, so we opted to retain default sample and resolution values to make sure the CPU wouldn’t interfere too much with our scaling. Sprite Fright‘s resulting render is effectively three renders in one, with each being layered on top of the others in the final composition stage.

As mentioned above, merely opening the project will use upwards of 20GB of system memory. Of these four projects, it’s the Sprite Fright one we were keen to analyze most not just because it’s brand-new, but also because it’s the most complex Blender project we’ve ever tested. each model’s respective Radeon competitor.

These three sets of results all show similar scaling, with NVIDIA’s GeForces ultimately leading in performance vs.
