Devil May Cry 5 wallpaper feature

Devil May Cry 5 PC Performance Analysis

Resident Evil 2 Remake was released almost two months ago and was one of the most optimized games we’ve tested in 2019. Powered by the RE Engine, this remake showcased what Capcom’s in-house engine was capable of. Fast forward two months and here we are today with another game that uses that engine, Devil May Cry 5. As such, it’s time to benchmark it and see how it performs on the PC platform.

For this PC Performance Analysis, we used an Intel i7 4930K (overclocked at 4.2Ghz) with 16GB of DDR3 RAM at 2133Mhz, AMD’s Radeon RX580 and RX Vega 64, NVIDIA’s RTX 2080Ti, GTX980Ti and GTX690, Windows 10 64-bit, GeForce driver 419.35 and the Radeon Software Adrenalin 2019 Edition 19.3.1. Unfortunately, and like most PC releases these days, NVIDIA has not included any SLI profile for this game, meaning that our GTX690 behaved similarly to a single GTX680. There is a workaround by forcing the game to run in DX11 and using custom SLI bits, however we experienced various graphical issues and stability issues (SLI scaling wasn’t also ideal) which is why we decided not to use it.

Before continuing, it’s worth sharing these two screenshots that showcase the CPU scaling on our Intel i7 4930K with and without Hyper Threading. As you can see, almost all of our CPU cores were maxed out when Hyper Threading was disabled. When we enabled Hyper Threading, the game scaled on eight CPU threads (though it was heavily relying on one thread). Therefore, we strongly suggest enabling Hyper Threading in this particular title.

Capcom has implemented a wide range of graphics settings to tweak. PC gamers can adjust the quality of Textures, Texture Filtering, Anti-Aliasing, Motion Blur, Effects, Shadows, Ambient Occlusion, Volumetric Lighting, Screen Space Reflections and Subsurface Scattering. There are also options to enable or disable Chromatic Aberration, Shadow Cache, Bloom and Lens Flares.

As we’ve already stated, Devil May Cry 5 does not require a high-end CPU in order to be enjoyed. While there is a performance hit introduced by the Denuvo anti-tamper tech, most gamers will not be affected by it. In order to find out how the game performs on a variety of CPUs, we simulated a dual-core and a quad-core CPU and we are happy to report that even our simulated dual-core system was able to run the game with 60fps at 1080p on Ultra settings.

We’ve heard a lot of reports about stuttering issues in Devil May Cry 5 so we went ahead and investigated this. Unfortunately, our simulated quad-core and six-core systems did not suffer from any stutters. On the other hand, our simulated dual-core with Hyper Threading disabled had major stuttering issues and there were minor stutters when we enabled Hyper Threading on it. Again, we strongly suggest enabling Hyper Threading in this game as the extra CPU threads may mitigate the stuttering issues that some players have reported.

Devil May Cry 5 also does not require a high-end GPU. With the exception of the GTX690 (that lacks a proper SLI profile), all of our tested graphics cards were able to run the game with more than 60fps at 1080p on Ultra settings.

At 2560×1440, our GTX980Ti, AMD Radeon RX Vega 64 and NVIDIA RTX2080Ti were able to offer a smooth 60fps experience (though there were some drops below 60fps on the GTX980Ti during some cut-scenes). At 4K, our AMD Radeon RX Vega 64 came close to a 60fps experience and our NVIDIA RTX2080Ti had no trouble at all running the game with more than 60fps.

Graphics wise, Devil May Cry 5 is incredible. The cut-scenes appear to be more demanding and look absolutely phenomenal, with some of the best in-game character models we’ve seen. While playing the game you won’t notice some of their finer details, but everything looks stunning. Capcom has used an advanced lighting system, all of the enemy characters are nicely detailed, the environments feature numerous destructible objects (though you can’t smash big objects like cars or buildings) and the overall art style is exceptional. Our only gripe with Devil May Cry 5 is some shadow bugs we’ve experienced. Below you can find a screenshot showing this shadow bug (notice the pixelated shadows on the left. This appears to be a bug with the shadow cascade so hopefully Capcom will be able to fix it).

All in all, Devil May Cry 5 is one of the most optimized PC games of 2019. Capcom’s latest action game looks beautiful and runs extremely well on a variety of PC configurations. Mouse controls are also great and there aren’t any mouse acceleration or smoothing issues. Unfortunately some of the default keys are not mapped correctly/ideally (I mean, who can press simultaneously Shift and CTRL while playing the game? Seriously Capcom?) however we could easily pull off most of the combos and get an “SSS” ranking so yeah; Devil May Cry 5 is really enjoyable with a K&M.

Enjoy!

28 thoughts on “Devil May Cry 5 PC Performance Analysis”

  1. The game is good, buying a new video card just for this game LOL, my 960 gtx 4gb is not enough 😀

  2. I can’t wait for Capcom to utilize the RE Engine for more games. Should be their main development engine from here on out. Looks downright fantastic and runs smooth as silk.

  3. A little disappointing that a game that runs at (mostly) 4k60 on the X1X fails to hit that on supposedly much more powerful PC hardware. It should be averaging in the 100+ fps range on a Radeon VII/1080 not a 2080 ti (which apparently still dips below 60 at 4k in this testing).

    1. 1.its not real 4k its checkerboard.
      2.according to digital foundry in term of performance its behind even the regular ps4.
      3.its not ultra settings.

      1. It hasn’t been confirmed to be checkerboarded on console (DF has been wrong about calling games checkerboarded in the past). And we don’t know the settings. Still, a 60 fps console game should be running MUCH faster on pc than what we’re seeing here unless RT, or hairworks is involved.

        1. Your logic is completely false…

          1.Consoles generally do not use Ultra settings,
          2.Consoles can be more optimized than PCs for a given hardware.
          3.Cut scenes drops frames on all consoles.
          4.The game can use more than 8 cores aparently, and maybe 16 threads and it scales with it.
          5.Those tests are being done with a 2133mhz CL? memory. I’m quite sure that minimuns can be 5 fps higher on this one just with a memory upgrade.

          1. You’re still not getting it. Let me make it simple. Pc’s routinely double the fps of their console counterparts, getting a locked 60 when consoles struggle to maintain 30. Every game on console that strives for 60 should (and from memory hitherto has) easily hit numbers much much higher than that on pc—ultra settings or not. Hence my disappointment here. And other sites with faster cpu/ram get similar numbers as seen here.

          2. You talk like it was somewhat a linear equation, I think that maybe the game is more optimized for more threads than higher frequency, i think that maybe in further PC vs console comparison you may be surprised that some of the options might be too expensive for not so much of a graphical bonus.
            I don’t really think you can compare orange to apples at high level of abstraction with so many variables.

    2. I’m currently on a 9700k (stock not OC), 1080ti, 16gb ram and I was able to get a stable 4k/60+ (cutscenes included) by changing from DX12 to DX11 (before I was getting dips to 47-52 just like this article points out). Granted I have all the settings on HIGH (really no difference from VERY HIGH but I gained about 7-15fps so definitely worth the smooth framerate).

      Personally all the games I’ve tested DX12 on, DX11 still performs better. The only exceptions being DOOM and Gears 4. Both of those games are optimized FAR more than any PC game I’ve played in recent years.

    3. Wait, you never head of games on consoles running with graphics settings turned down and in interlaced mode to achieve target framerate?

  4. Capcom has been on a roll as of late… RE7, Monster Hunter, Mega Man 11, RE2, DMC5… And RE Engine is so freaking PC friendly. Makes me wonder what game will use it next

    1. While I agree 100% (or I guess 99%) there seems to be something weird going on with their implementation of Directx 12. To me (and many others) it causes serious desync of audio during cutscenes.

      In REmake 2 you are able to switch to DX11 in settings but for some reason this option is missing in DMC5, thankfully you can still change it in .ini file so all is good but still. No idea why they did not include the option (thou I feel like they will in some patch).

      Well and more so what the hell is going on with DX12 in RE engine? It should make games run better but…to me it does not really improve FPS while in game and only bring in that desync during cutscenes. BUT! I have quite old PC at this point so that is probably the issue. Game on this engine runs great to me otherwise on medium-high settings.

  5. You can trust this post, my friend!
    I wasn’t expecting such a great optimization, but it got me like: ‘this is beatiful’
    Capcom did a very very good job with this one.
    Oh, and I don’t even like this kind of game. I bought to test, became addicted.

    1. Dang that’s awesome! Maybe you gonna become a fan of a genre as a whole now!

      Like I never enjoyed survival horror games, till Resident Evil 2 remake. Now I’m hooked. Since finishing it I already played all previous RE games and even Evil Within.

      My friend never enjoyed monster hunting games. Then he played Monster Hunter World and bought another MH game on switch.

      Capcom seems to do a very good job with these new entries in old series. Pleasing old fans while bringing many new people in.

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