News analysis

Gears of War: E-Day GPU Tests Show RTX 3060 Needs Upscaling, 4K Ultra Pushes Past Most GPUs

Independent testing across 43 GPUs finds E-Day demanding at native Ultra: RTX 3060 needs Medium plus DLSS Quality for 60 FPS, while native 4K Ultra largely requires upscaling.

On this page
  1. Fresh 43-GPU testing shows how demanding E-Day is
  2. The RTX 3060 result makes settings and upscaling matter
  3. Native 4K Ultra is beyond almost every tested GPU
  4. RTX Mega Geometry improved fine-detail shadowing at a measurable cost
  5. This is a distinct question from E-Day's CPU scaling

Fresh 43-GPU testing shows how demanding E-Day is

Tom's Hardware has published independent Gears of War: E-Day testing across 43 graphics cards, adding measured GPU context to the game's October 1 early-access release. The results show a demanding ray-traced Unreal Engine 5.8 workload: at native 1080p Ultra, the GeForce RTX 3060 falls well short of a 60 FPS average, while the publication found that current-generation cards around the RTX 5060 or Radeon RX 9060 XT class are a more realistic starting point for roughly 60 FPS at that preset.

These are Tom's Hardware measurements from its own test system, not Core Tech Tips benchmarks and not universal performance guarantees. E-Day is also unusually CPU-heavy, so GPU deltas can compress when the processor becomes the limiting component.

Selected practical findings from Tom's Hardware's E-Day GPU testing
TargetIndependent test findingImportant boundary
RTX 3060 at 1080pMedium + DLSS Quality cleared a 60 FPS averageNative Low still did not clear 60 FPS in the tested scene
1080p Ultra, current generationRTX 5060 was the stated minimum for roughly 60 FPS; RX 9060 XT ran more comfortablyNative rendering, tested build and platform
1440p UltraRTX 5070 and RX 9070 GRE landed just below 60 FPSUpscaling or frame generation can change the practical result
4K UltraOnly RTX 5090 cleared a 60 FPS average; RTX 4090 fell just shortNative resolution without relying on upscaling/frame generation
RTX Mega GeometryRoughly 10% performance cost on the subset testedNot tested across every compatible GPU

The RTX 3060 result makes settings and upscaling matter

The RTX 3060 is especially useful as a mainstream reference point. Tom's Hardware found that simply dropping the game to native Low was not enough to cross 60 FPS in its test, and Low also produced a large visible reduction in shadowing and ambient occlusion. Moving instead to Medium with DLSS Quality pushed the card above a 60 FPS average while preserving substantially more of the game's lighting presentation.

That does not mean every RTX 3060 system will hold 60 FPS. CPU performance, scene complexity, driver version, memory configuration and background load can all move the result. The useful conclusion is narrower: in this test, reconstruction plus a moderate preset was more effective than relying on the lowest native preset alone.

Native 4K Ultra is beyond almost every tested GPU

At 2560×1440 Ultra, Tom's Hardware found the RTX 5070 and RX 9070 GRE just short of a 60 FPS average, with the RTX 5070 Ti and RX 9070 XT providing stronger headroom. At native 4K Ultra, only the RTX 5090 crossed 60 FPS on average; the RTX 4090 came close but remained below that threshold.

That makes upscaling and frame generation part of the realistic 4K tuning path rather than optional extras for most hardware. E-Day exposes DLSS, FSR and XeSS technologies on compatible GPUs, but generated-frame output should not be confused with the underlying rendered frame rate or with an equivalent reduction in input latency.

RTX Mega Geometry improved fine-detail shadowing at a measurable cost

E-Day also exposes NVIDIA RTX Mega Geometry as a toggle on supported GeForce hardware with at least 12 GB of VRAM. In Tom's Hardware's visual comparisons, enabling it produced subtler but visible improvements to self-shadowing in foliage and to shadows or ambient occlusion around fine geometric detail such as rubble.

On the subset of compatible cards the publication tested for the toggle, Mega Geometry cost roughly 10% performance. That figure should not be generalized to every GPU or scene because the article explicitly did not benchmark the feature across the entire compatible card set.

This is a distinct question from E-Day's CPU scaling

Core Tech Tips separately covered Tom's Hardware's 25-CPU analysis and the game's Low Core Mode behavior. This GPU analysis owns a different practical intent: what graphics-card class is required at native 1080p, 1440p and 4K, what an RTX 3060 can do with tuned settings, and what RTX Mega Geometry costs in the tested subset.

Together the two datasets point to the same broader constraint from different directions: E-Day can stress both sides of a gaming PC. A GPU upgrade will not automatically remove a CPU ceiling at high frame rates, while a fast CPU does not make native 4K Ultra inexpensive to render.

Sources

Primary and technical sources

These sources support the reporting and analysis above. Current stories are updated when later evidence materially changes the facts.

  1. 01 Tom's Hardware

    Gears of War: E-Day PC graphics performance tested: 43 GPUs take us back to the start of an iconic saga
  2. 02 NVIDIA

    GeForce Game Ready Driver For CONTROL Resonant, Gears of War: E-Day, The Witcher 3: Wild Hunt - Remastered & AION 2 Released
  3. 03 Xbox Wire / The Coalition

    Gears of War: E-Day is Available in Early Access Today, Watch the Launch Gameplay Trailer

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