Gamers Nexus
Gamers Nexus testing reveals that AMD GPUs often beat Nvidia under Linux due to severe driver and frame-pacing bugs, though rapid operating system drift prevents reliable long-term benchmarking.
AI-assisted summary of RIP Windows: Linux GPU Gaming Benchmarks on Bazzite — original source. Check the original for full context.
Source published:
Key ideas
- Gamers Nexus conducted a multi-week benchmarking evaluation of modern GPUs on Linux using the immutable gaming-focused distribution Bazzite, assessing both raw performance and the feasibility of building an ongoing Linux GPU test suite. (0:00)
- AMD Radeon GPUs exhibited significantly higher frametime consistency than Nvidia RTX 50-series cards across several titles on Linux, even outperforming the flagship RTX 5090 in games like Starfield at 1080p and 1440p due to driver regressions. (28:38)
- Direct comparisons between Windows and Linux benchmark numbers are technically invalid due to architectural differences in capture hooks (MangoHud vs. PresentMon), patch versions, and translation layer execution. (5:27)
- Rapid upstream software drift across kernels, Proton updates, drivers, and daily shader cache micro-updates makes long-term incremental GPU chart appending currently non-viable on Linux without periodic full suite re-tests. (45:45)
Detailed notes
## Background Published by Gamers Nexus on YouTube on November 25, 2025, this video documents the outlet's initial exploration into GPU gaming benchmarks on Linux using the Bazzite operating system. Following thousands of viewer requests, the piece focuses on establishing rigorous testing methodology, evaluating operating system viability as an alternative to Windows, and detailing the unique technical friction encountered during multi-GPU lab testing.
## TL;DR Gamers Nexus presents an extensive evaluation of gaming performance across Nvidia, AMD, and Intel GPUs running on the immutable Linux distribution Bazzite. The benchmarks reveal that while AMD hardware frequently enjoys tighter frame pacing and unexpected competitive parity against Nvidia flagships in titles like Starfield and Black Myth: Wukong, Nvidia GPUs often encounter severe frametime excursions, driver instability, and software bottlenecks under Linux translation layers. Intel's Arc Battlemage cards deliver respectable mid-range stability and ray tracing performance, though they suffer from outright game-launch failures in select titles. Ultimately, the team concludes that while Linux gaming has matured into a viable Windows alternative for general users, the rapid software drift, lack of automated tooling, and frequent regressions make long-term, incremental GPU benchmarking exceptionally difficult.
## Atmosphere & style The presentation carries Steve Burke's trademark clinical, exhaustively methodical, and dryly skeptical delivery. It feels less like an enthusiast celebration of an open-source alternative and more like an engineering autopsy of software friction, defined by rigorous transparency around anomalies, crashed test runs, and pacing spikes. The tone blends cautious optimism about escaping Microsoft's telemetry with the palpable exhaustion of lab technicians wrestling with shader compilation delays, broken native ports, and shifting software stacks.
## Bulletin - [00:00](https://www.youtube.com/watch?v=ovOx4_8ajZ8&t=0s) Gamers Nexus conducted a multi-week benchmarking evaluation of modern GPUs on Linux using the immutable gaming-focused distribution Bazzite, assessing both raw performance and the feasibility of building an ongoing Linux GPU test suite. - [28:38](https://www.youtube.com/watch?v=ovOx4_8ajZ8&t=1718s) AMD Radeon GPUs exhibited significantly higher frametime consistency than Nvidia RTX 50-series cards across several titles on Linux, even outperforming the flagship RTX 5090 in games like Starfield at 1080p and 1440p due to driver regressions. - [05:27](https://www.youtube.com/watch?v=ovOx4_8ajZ8&t=327s) Direct comparisons between Windows and Linux benchmark numbers are technically invalid due to architectural differences in capture hooks (MangoHud vs. PresentMon), patch versions, and translation layer execution. - [45:45](https://www.youtube.com/watch?v=ovOx4_8ajZ8&t=2745s) Rapid upstream software drift across kernels, Proton updates, drivers, and daily shader cache micro-updates makes long-term incremental GPU chart appending currently non-viable on Linux without periodic full suite re-tests.
## Key takeaways - [00:00](https://www.youtube.com/watch?v=ovOx4_8ajZ8&t=0s) Microsoft's aggressive telemetry, data harvesting, and forced online connectivity are accelerating community demand for viable Linux gaming alternatives. - [07:29](https://www.youtube.com/watch?v=ovOx4_8ajZ8&t=449s) Gamers Nexus selected Bazzite as the standardized test operating system due to its immutable architecture, responsive maintainers, and gaming-focused out-of-the-box configurations. - [08:36](https://www.youtube.com/watch?v=ovOx4_8ajZ8&t=516s) Bazzite maintainers removed gaming-oriented kernel optimizations in August after discovering they caused 2% to 30% performance regressions on Intel hybrid-core CPUs. - [05:27](https://www.youtube.com/watch?v=ovOx4_8ajZ8&t=327s) Testing on Linux requires an entirely manual workflow because automated 10-year Windows test harnesses cannot run natively on the platform. - [05:27](https://www.youtube.com/watch?v=ovOx4_8ajZ8&t=327s) Direct cross-platform chart comparisons between Windows and Linux are methodologically flawed due to differences in metric capture hooks between MangoHud and PresentMon. - [21:49](https://www.youtube.com/watch?v=ovOx4_8ajZ8&t=1309s) In Black Myth: Wukong, Nvidia RTX 50-series GPUs suffered severe frametime pacing spikes from 8 ms to 20 ms, while AMD and Intel GPUs maintained steady 3 to 4 ms intervals. - [28:38](https://www.youtube.com/watch?v=ovOx4_8ajZ8&t=1718s) Starfield on Linux exposed major Nvidia driver flaws, allowing AMD's RX 9070 XT and RX 9070 to beat the RTX 5090 at 1080p and 1440p resolutions. - [34:45](https://www.youtube.com/watch?v=ovOx4_8ajZ8&t=2085s) The native Linux Vulkan build of Baldur's Gate 3 produced erratic, unrepeatable results on Nvidia hardware, while the Windows DirectX 11 build under Proton provided consistent frame pacing. - [37:24](https://www.youtube.com/watch?v=ovOx4_8ajZ8&t=2244s) In ray-traced workloads such as Cyberpunk 2077, Nvidia maintained its raw performance advantage over AMD, while 8 GB graphics cards routinely crashed due to VRAM exhaustion under Linux. - [28:38](https://www.youtube.com/watch?v=ovOx4_8ajZ8&t=1718s) Intel Arc Battlemage cards exhibited tight frametime pacing across functional titles, but failed to launch Starfield entirely and crashed with ray tracing enabled in Cyberpunk 2077. - [39:28](https://www.youtube.com/watch?v=ovOx4_8ajZ8&t=2368s) Kernel-level anti-cheat remains a critical barrier for Linux gaming adoption, forcing the removal of titles like F1 24 from the test suite. - [44:05](https://www.youtube.com/watch?v=ovOx4_8ajZ8&t=2645s) MangoHud benchmark logging introduced significant instability during testing, including frequent game crashes directly upon concluding a capture run. - [45:45](https://www.youtube.com/watch?v=ovOx4_8ajZ8&t=2745s) Maintaining a rolling Linux GPU benchmark dataset is currently unfeasible because asynchronous updates across the OS, Proton, and shader caches introduce untracked variance over time.
## Detailed walkthrough ### [00:00](https://www.youtube.com/watch?v=ovOx4_8ajZ8&t=0s) Benchmarking Gaming on Linux and the Push Away from Windows
Microsoft’s increasingly aggressive telemetry and data harvesting have dramatically lowered the barrier of resistance for users looking to leave Windows behind. Between the growing enshittification of the operating system and the explosive popularity of SteamOS, audience requests for Linux gaming benchmarks have expanded far beyond a handful of dedicated niche enthusiasts. Steve Burke emphasizes that while Microsoft has built an impressive business model around surveillance and data acquisition, it has created a massive incentive for the PC gaming community to seek an escape hatch. To answer those calls and establish baseline data for players considering a platform switch, Gamers Nexus embarked on an extensive, multi-week research and benchmarking effort.
This first round of GPU testing represents an exploratory trial by fire. The team spent two to three weeks upfront researching bench hygiene, testing controls, and environment isolation, followed by three weeks of non-stop benchmarking on the Bazzite operating system. Steve notes that while he is not a first-time Linux user, his last experience daily-driving the OS occurred between roughly 2009 and 2012, primarily dealing with network-attached storage since then. Throughout the testing phase, the team consulted directly with the maintainers of Bazzite to properly dial in their testing variables, ensure clean data sets, and understand the best practices required to generate trustworthy comparisons.
To finance this labor-intensive new testing initiative, Gamers Nexus directly funded the project through their store merchandise rather than vendor sponsorships. Highlights include their in-house designed retro-themed drink coaster packs—featuring four distinct Blender-modeled designs such as an old-school PC front panel with a floppy disk drive, a classic game controller, an IBM Model M-inspired numeric keypad, and a GN dial-and-ridge motif—alongside an "Unhinged" vaporwave smiley T-shirt tied to their upcoming investigative journalism into a UK raid concerning Sega and Nintendo development hardware.
> “It’s a really impressive business model they've built, which is spying.” — Steve Burke
- The benchmarking project required roughly 5 to 6 weeks total: 2 to 3 weeks of preliminary isolation research and bench hygiene, followed by 3 weeks of continuous testing. - The project is fully crowdfunded via viewer support, including retro hardware-themed drink coasters and investigative special report fundraisers.
---
[03:25](https://www.youtube.com/watch?v=ovOx4_8ajZ8&t=205s) Realistic Expectations and Operating System Trade-offs
A necessary dose of reality must accompany any conversation about switching to Linux: it remains ill-suited for certain workflows. Many users who rely on specific professional production software have no practical way to migrate because their required toolsets either lack native ports or fail to run reliably through compatibility layers. This restriction applies directly to Gamers Nexus's own primary video production workstations, which remain firmly tethered to Windows. However, for users whose daily routines revolve around web applications, general computing, and PC gaming, Linux has progressed to a point where it represents a genuinely viable, high-performance alternative.
For anyone curious about testing the waters, Steve recommends installing a gaming-centric distribution onto a secondary solid-state drive to experiment without destroying an existing Windows installation. This trial run offers an exit route from invasive platform policies. Steve expresses deep frustration with Windows pushing mandatory, always-online requirements, arguing that an operating system demanding permanent internet connectivity to function is fundamentally unacceptable. Although the Gamers Nexus team suffered crashes, hard freezes, anti-cheat roadblocks, and half-hour-long shader compilation delays throughout their Linux test suite, the overall state of gaming on the platform remains better than at any previous point in PC history.
> “Moving away as much as it can from bypasses to things like always online connectivity, which I personally think for an operating system is absolutely horrifying and should not be tolerated or accepted.” — Steve Burke
> “And if more users grit their teeth through some of the initial learning pains, we think that might mean that we can kind of escape from some of the Windows issues as a community and we'd count that as a win.” — Steve Burke
- Professional software barriers still keep production workstations bound to Windows, but gaming and web-first computing are in a far better state than in previous eras. - Test hurdles encountered during the process included anti-cheat failures, system freezes, outright application crashes, and shader compilation passes that stretched up to 30 minutes.
---
[05:27](https://www.youtube.com/watch?v=ovOx4_8ajZ8&t=327s) The Limits of Direct Windows-to-Linux Comparisons
A critical caveat for interpreting the benchmark figures is that readers must avoid cross-comparing these Linux results against Gamers Nexus’s historical Windows charts, except where specifically highlighted. Over the past decade, Gamers Nexus has developed a deeply refined, highly automated testing pipeline for Windows that automates test execution, data management, and automated image capture for visual quality checks. None of that custom automation exists for Linux yet. Refactoring their entire test harness for Linux will take significant engineering time, forcing this entire maiden round of Linux benchmarks to be executed and audited manually.
Beyond the manual execution, fundamental technical disparities prevent direct numerical cross-comparisons between the operating systems. Game binaries under test may run on distinct native APIs versus translation layers, game titles may differ across OS builds, and the underlying frame capture utilities measure frame rates and frame times using different capture points and mathematical methodologies. Furthermore, Linux distributions feature modular components that update far more rapidly than Windows, creating moving targets that can easily invalidate historical baselines if a testing suite drags on for too long.
```mermaid flowchart TD accTitle: Testing Pipeline Differences accDescr: Diagram illustrating why Windows and Linux gaming benchmarks cannot be linearly cross-compared.
subgraph WindowsPipeline["Windows Testing Pipeline"] W1["10-Year Automated Test Suite"] --> W2["Automated Screen & IQ Captures"] W2 --> W3["Windows Native Frame Capture Tools"] end
subgraph LinuxPipeline["Linux Initial Testing Pipeline"] L1["Fully Manual Test Execution"] --> L2["Manual Run Verification & Reruns"] L2 --> L3["Linux-Specific Capture Tools & APIs"] end
W3 -.->|"Incompatible Capture Math & APIs"| X["Do Not Cross-Compare Charts"] L3 -.->|"Different Native/Proton Game Builds"| X ```
> “You can't even cross compare because the software that captures the data itself is different.” — Steve Burke
> “Testing is sort of different from a real use and that you need to maintain a specific environment in order to do it properly for comparison.” — Steve Burke
- The existing decade-old Gamers Nexus automated benchmarking harness does not run on Linux, necessitating 100% manual test passes and vetting. - Linux capture utilities compute frame times and frame rate pacing using different metrics and hooks than Windows software, preventing linear comparisons between the two operating systems.
---
[07:29](https://www.youtube.com/watch?v=ovOx4_8ajZ8&t=449s) Selecting Bazzite as the Primary Test Distribution
To maintain scientific control, Gamers Nexus restricted the hardware evaluation to a single distribution rather than splitting focus across the fractured Linux ecosystem. Because graphics cards represent the most straightforward hardware component to isolate and measure, the team retained their standardized GPU testing rig and evaluated three primary distribution candidates: SteamOS, CachyOS, and Bazzite. While Valve’s SteamOS was the natural first preference given the team’s familiarity with the Steam Deck, the lack of an official desktop release eliminated it from consideration for standardized desktop GPU testing.
Between the remaining community favorites, CachyOS promised cutting-edge performance tweaks and kernel flexibility, but carried potential stability liabilities for long-term bench consistency. Bazzite ultimately won out because of its widespread community adoption, its explicit engineering focus on gaming out of the box, and overwhelming viewer requests. The distro's maintainers actively curate default software choices, which reduced arbitrary decision-making for the benchmarkers. Crucially, Wendell from Level1Techs strongly endorsed Bazzite as a dependable, highly stable platform for launching a standardized hardware testing initiative.
> “Thousands of you requested we test it specifically, and that's the most important part to us.” — Steve Burke
- **SteamOS**: The original first choice due to Steam Deck experience, but disqualified because it lacks an official desktop installer. - **CachyOS**: Considered for its bleeding-edge performance features and flexibility, but shelved due to possible stability trade-offs during controlled testing. - **Bazzite**: Selected as the final platform based on heavy community requests, gaming-centric defaults, maintainer accessibility, and Wendell's explicit recommendation for platform stability.
[08:36](https://www.youtube.com/watch?v=ovOx4_8ajZ8&t=516s) Why Bazzite Was Chosen: Immutability and Fair Testing
The primary reason for selecting Bazzite is that it is an immutable distribution, which marks a significant philosophical departure in system management compared to traditional Linux setups. In the enthusiast community, users frequently tweak, optimize, and min-max system settings or resolve issues manually as they crop up. However, hardware benchmarking carries fundamentally different requirements than everyday system administration. A testing platform must be strictly predictable, stable, and designed to eliminate subjective human judgment calls wherever possible. If testers were to optimize or debug an issue specifically for one vendor's hardware, fairness would require applying that identical troubleshooting effort to every other device on the bench—a workload that is unviable and fraught with risks of uneven expertise.
Relying on an immutable, out-of-the-box state effectively railroads the testing process into maintaining equal footing across all hardware vendors. Bazzite Desktop Edition is distributed in two main flavors: an Nvidia build and a non-Nvidia build—a split Steve humorously compares to "the S&P 500 at this point." Following advice from both the Bazzite developers and Wendell of Level1Techs, Gamers Nexus set up two dedicated drives (one for each image). Bazzite ships as an atomic bootable container image pre-stocked with drivers and launchers, eliminating post-installation configuration and replicating the default end-user experience while mitigating cross-contamination risks. While Bazzite is intentionally not designed to be the absolute highest-performance or most bleeding-edge operating system available, it drastically reduces friction for newcomers and avoids catastrophic disruptions from unexpected background changes.
```mermaid flowchart TD accTitle: Bazzite Distro Setup and Image Architecture accDescr: Diagram illustrating the dual-drive test setup splitting Nvidia and non-Nvidia hardware using Bazzite's atomic container images.
subgraph DistroSelection["Bazzite Desktop Edition (Atomic Images)"] direction TB NVDrive["Nvidia Drive Image<br/>(Preloaded Nvidia Drivers & Launchers)"] NonNVDrive["Non-Nvidia Drive Image<br/>(AMD / Intel Drivers & Launchers)"] end
subgraph BenchTesting["Test Platform Goals"] direction TB Immutability["Immutable System Core<br/>(Predictable & Recoverable)"] Fairness["Rigid Bench Defaults<br/>(Eliminates Vendor-Specific Tweaks)"] end
DistroSelection --> BenchTesting ```
Antheas, a developer on the Bazzite team, explained directly to Gamers Nexus why the project recently abandoned aggressive out-of-the-box system tweaks:
> “We used to include some gaming oriented kernel optimizations, but as of August, we do not anymore. We found that most of the testing for those changes involved running, for example, Rocket League at 600 Hz while doing something like compiling a kernel. Nobody does that or cares.”
Steve dryly notes that assuming nobody in the Linux community compiles a kernel while gaming is a “bold assumption,” jokingly anticipating the comments section. Antheas elaborated on the real-world harm caused by those earlier optimizations:
> “We found those optimizations could cause a 2 to 30% performance degradation where the higher end was on Intel CPUs with heterogeneous cores. This actually ended up hurting our reputation, which is very unfortunate because the version of one of the optimizations we used had a bug. Moving forward, we will no longer make these sorts of changes. So performance on Bazzite should mirror Fedora and Arch but with more stability as we skip minor versions and delay the major a bit.”
[11:37](https://www.youtube.com/watch?v=ovOx4_8ajZ8&t=697s) The Moving-Target Problem of Linux Version Control
Testing procedures on Windows benefit from predictable update behavior. During a typical one-week Windows test cycle, operating system updates are frozen. Historical cross-comparison and A/B testing over the course of a year confirm that Windows GPU data remains largely shelf-stable unless Microsoft issues an architectural overhaul, which tends to affect CPUs far more than GPUs. In Linux, however, the software stack consists of numerous independent layers that update asynchronously and at an aggressive pace. Testing is substantially slower on Linux because it lacks full automation and requires manual intervention, creating a serious risk of software drift.
The moving pieces include the base operating system (Bazzite), the games themselves (which frequently receive Linux-specific patches distinct from their Windows builds), the Steam client, the Proton translation layer, and the graphics drivers. If the test lab accidentally allows one unmonitored dependency to update while freezing others, a bug could slip in that breaks an isolated device without accurately representing normal user conditions. To manage this without modifying the core system, the team chose to freeze Bazzite, graphics drivers, and Proton for the duration of the test pass while keeping detailed logs of all software versions. In the future, using GOG releases might allow precise freezing of individual game builds. For now, the team acknowledges that benchmarking on Linux means accepting that data will become obsolete much faster and will frequently need to be scrapped and remeasured.
- Software stack variables tracked during testing: Bazzite OS release, game-specific patches, Steam client updates, Proton version, and GPU driver builds. - Methodology rule: Freeze the entire core OS, drivers, and Proton throughout the test window rather than updating piecemeal.
[13:21](https://www.youtube.com/watch?v=ovOx4_8ajZ8&t=801s) The Economics of Hardware Benchmarking Suites
Steve pulls back the curtain on the business reality of media benchmarking, explaining why Linux testing poses an economic challenge for a channel like Gamers Nexus. Running a full GPU suite across roughly 26 graphics cards with new validation routines, custom game passes, and statistical calibration produces a financial loss if it results in only a single standalone video. The economic viability of hardware reviews relies on data longevity: once an initial test baseline is established, new cards (such as an RTX 5090, 5080, or 5070) can be appended individually over the following months to amortize that labor cost.
For context, Steve revealed that the team logged 85 hours in December 2024 overhaul work alone just rebuilding the standard GPU benchmark suite. That total accounted for selecting new titles, calibrating test runs, validating 26 GPUs, developing error-metric pipelines, and crunching standard deviations—entirely separate from filming, editing, and scripting. That investment makes financial sense because Windows data remains dependable for at least a full quarter. On Linux, however, the platform shifts so rapidly that appending data incrementally over long periods is currently unreliable. As a result, comprehensive Linux GPU testing will likely be restricted to concentrated sweeps once or twice a year, capturing all numbers as quickly as possible within a frozen snapshot. Benchmarking this initial suite required three straight weeks of Mike’s dedicated lab time to navigate setup hurdles and software bugs. Even so, Steve emphasizes that the project is well worth pursuing given mounting user frustration with Microsoft: “It’s going to take us some time to get it optimized, but we hate Windows and Microsoft at the moment for the spyware. So, it’s worth doing. It’s worth the investment.”
[16:28](https://www.youtube.com/watch?v=ovOx4_8ajZ8&t=988s) Test Bench Qualifiers and Software Settings
To match the operational state used on Windows as closely as possible, Gamers Nexus configured Bazzite with explicit desktop settings: Adaptive Sync was set to "Never," screen tearing was enabled for full-screen windows to bypass artificial compositing caps, and the system power profile was set to "Performance." While advisors like Wendell cautioned about potential pitfalls like kernel spinlock performance degradation, CPU performance governors, and background scheduler quirks, the team elected to leave the OS at its plug-and-play defaults. If an issue surfaces under the standard distribution profile, that friction is considered a valid, authentic part of the platform's out-of-the-box user experience.
Steve acknowledges the heavy use of qualifiers throughout the methodology, noting with self-deprecating humor:
> “Is that enough qualifiers for you? Can you tell that we don't have a lot of experience publishing Linux benchmarks?”
Even though the underlying graphics suite and in-game quality presets mirror the Windows testing configuration wherever the settings exist, the team is deliberately limiting direct Linux-to-Windows chart comparisons. A core reason for this separation is that frame time and FPS data on Linux are captured through a completely different telemetry toolchain, relying on MangoHud rather than Windows-based capture hooks.
[17:27](https://www.youtube.com/watch?v=ovOx4_8ajZ8&t=1047s) Benchmarking Pitfalls, Disclaimers, and Scope
Evaluating gaming performance across operating systems introduces fundamental capture and metric discrepancies. Measuring frame output on Linux via MangoHud versus utilizing PresentMon on Windows creates an inherently uneven comparison due to disparate software pipelines and low-level platform architecture. Steve Burke cautions viewers about direct cross-OS chart comparisons:
> “Our focus today is on numbers, not stability.”
Frame delivery mechanics differ notably on Linux; while the test suite intentionally permits tearing to capture uncapped performance, tearing support remains relatively recent in Wayland compositors. Furthermore, the testing scope excludes multi-hour soak tests to determine whether titles run indefinitely without crashing.
```mermaid flowchart TD accTitle: Linux vs Windows Capture Differences accDescr: Pipeline showing distinct capture stacks and display servers between platforms. subgraph Linux ["Linux Platform"] L1["Proton Layer"] --> L2["Wayland Compositor"] L2 --> L3["MangoHud Capture"] end subgraph Windows ["Windows Platform"] W1["DirectX / Vulkan API"] --> W2["DWM Desktop Window Manager"] W2 --> W3["PresentMon Capture"] end ```
Hardware selection is constrained to modern architectures, led by the Nvidia GeForce RTX 50 series and recent competitors, because broader retro-testing introduces frequent OS rebuild overhead. Hardware configurations feature an 8 GB frame buffer for the AMD Radeon RX 9060 XT and 16 GB on the RTX 5060 Ti, strictly reflecting lab availability rather than strategic bias.
- **Capture Tools:** MangoHud on Linux versus PresentMon on Windows. - **Tear Handling:** Screen tearing is explicitly enabled across runs, despite Wayland's evolving support for tearing updates. - **OS Rebuild Constraints:** Testing older GPU generations was deferred to avoid repeatedly wiping and reconfiguring platform images. - **VRAM Configurations:** Tested hardware includes the 8 GB variant of the RX 9060 XT and the 16 GB variant of the RTX 5060 Ti.
---
[19:27](https://www.youtube.com/watch?v=ovOx4_8ajZ8&t=1167s) Dragon's Dogma 2 GPU Benchmarks (1080p, 1440p, 4K)
Testing the Windows release of *Dragon's Dogma 2* at 1080p Maximum settings utilized KDE Plasma 6.2.4, KDE Frameworks 6.11.0, Qt 6.8.2 on Wayland, and Proton 9.0-4, with earlier test sequences on the RX 9070 XT and RTX 5070 Ti run under Proton Experimental (bleeding-edge build from late September 2024). At 1080p, the RTX 5090 paces the field at 176 FPS average, though higher resolutions are required to decouple GPU throughput from CPU limits. AMD's RX 9070 XT challenges Nvidia's upper tier directly, averaging 140 FPS to lead the RTX 5080 (134 FPS) by 3.9% with parity in low percentiles. The RTX 5070 Ti struggles with erratic frame stability: individual run passes recorded 0.1% lows swinging from a severe dip of 23 FPS, up to 61 FPS, and reaching 96–97 FPS across final runs, causing substantial variance.
At 1440p, the RTX 5090 expands its advantage over the RTX 5080 to 37% (154 FPS average). The RX 9070 XT holds parity with the RTX 5080, maintaining strong value against the RTX 5070 Ti. Contextualized against retail pricing—where the RTX 5070 Ti commands $730 to $750 while the RX 9070 XT retails between $600 and $650—AMD claims an advantage in both raw throughput and price-to-performance. Further down the stack, the RX 9070 ($550–$570) outperforms the $500 RTX 5070 by 19%, while the RTX 5060 8 GB runs out of memory, completely collapsing into unplayable frame rates.
At 4K, the RTX 5090 stretches its gap over the RTX 5080 to 44%, while the RTX 5070 Ti equalizes with the RX 9070 XT. The RX 9070 trails its XT counterpart by roughly 10%, keeping ahead of the baseline RTX 5070. The entry-level RTX 5060 8 GB could not complete the 4K test run due to extreme resource starvation.
| GPU Model | 1080p Avg FPS | 1440p Avg FPS | 4K Relative Standing | |:--- |:--- |:--- |:--- | | **RTX 5090** | 176 FPS | 154 FPS (+37% over 5080) | Holds a 44% lead over RTX 5080 | | **RX 9070 XT** | 140 FPS (+3.9% over 5080) | Functionally tied with RTX 5080 | Matches RTX 5070 Ti; leads non-XT by ~10% | | **RTX 5080** | 134 FPS | Trailed by RTX 5070 Ti | Second place overall behind 5090 | | **RTX 5070 Ti** | Tied with RX 9070 (erratic lows) | Trails RX 9070 XT | Matches RX 9070 XT | | **RX 9070** | Leads RTX 5070 by 20% | Outpaces RTX 5070 by 19% | Sits directly behind RX 9070 XT | | **RTX 5070** | Trails RX 9070 significantly | Positioned behind RX 9070 | Falls below RX 9070 | | **RX 9060 XT (8 GB)** | Outperforms RTX 5060 | Viable entry performance | Anchors the bottom of playable cards | | **RTX 5060 (8 GB)** | Trails RX 9060 XT | Completely unplayable | Test Failed / Unable to run |
---
[21:49](https://www.youtube.com/watch?v=ovOx4_8ajZ8&t=1309s) Black Myth: Wukong Frame Pacing Collapse on Nvidia
Rasterized testing in *Black Myth: Wukong* reveals an architectural frame delivery flaw unique to Nvidia on this software stack. While Windows performance in this title leans toward GeForce hardware, Linux execution yields broken frame pacing across the entire RTX 50 lineup. At 1080p, the flagship RTX 5090 outputs a superficially strong 115 FPS average, yet its 1% and 0.1% percentiles crash relative to the mean. Steve Burke highlights the severity of the issue:
> “Even the RX 9060 XT is a better experience than the 5090, as its lows are more proportional to the average.”
```mermaid flowchart LR accTitle: Nvidia Frame Pacing Anomaly in Black Myth Wukong accDescr: High frame delivery instability on RTX 5090 compared to flat delivery on RX 9070 XT. subgraph RTX_5090 ["RTX 5090 Frame Delivery"] A["8 ms Baseline"] -->|"Frequent 10-12 ms Excursions"| B["18-22 ms Spikes"] B --> C["Visible Microstutter"] end subgraph RX_9070_XT ["RX 9070 XT Frame Delivery"] D["10-11 ms Flat Baseline"] -->|"Minimal Deviation <= 3-4 ms"| E["Consistent Delivery"] E --> F["Smooth Visual Pacing"] end ```
The AMD Radeon RX 9070 XT trails the RTX 5090 by just 9% in raw average FPS, but delivers a markedly smoother experience. Frame pacing metrics clarify why the RTX 5090 underdelivers: its frametime intervals bounce erratically from an 8 ms baseline up to recurring 18–20 ms spikes, creating noticeable visual stuttering. In contrast, the RX 9070 XT exhibits almost flat frame-to-frame intervals, with transient variances never exceeding 3 to 4 ms. The problem spreads across the product family—affecting the RTX 5080, 5070 Ti, 5070, 5060 Ti, and 5060—pointing to an underlying driver-level defect within the Linux display pipeline. Even the budget-tier Intel Arc B580 demonstrates more consistent interval pacing than Nvidia's top cards.
- **RTX 5090 1080p Metric:** 115 FPS average, severely compromised by 1% and 0.1% percentile collapses. - **Hardware Frametime Variance:** RTX 5090 excursions jump 10 to 11 ms frame-to-frame (spiking from 8 ms to nearly 20 ms). - **Radeon Stability:** RX 9070 XT variance stays confined within a tight 3 to 4 ms delta relative to prior frames ($n-1$). - **Ubiquitous Vendor Issue:** Identical pacing spikes replicate across every RTX 50-series card evaluated. - **Alternative Hardware:** Both the RX 9060 XT and the Intel Arc B580 maintain cleaner frame proportionality than the flagship RTX 5090.
---
[24:29](https://www.youtube.com/watch?v=ovOx4_8ajZ8&t=1469s) Black Myth: Wukong (1440p and 4K Performance)
At 1440p, the RTX 5090 increases its average frame rate buffer over the RX 9070 XT, but the severe interval oscillation persists. Frametime interval graphs demonstrate that the RTX 5090 shifts its baseline rendering latency to roughly 10–11 ms, while launching consecutive spikes up into the 19–22 ms range. These rapid 10–12 ms deviations cause perceptible microstutters during actual gameplay. Addressing the underlying pacing through driver updates would likely tame these erratic spikes, though evening out frame times would also lower top-line average FPS numbers. The RX 9070 holds an exceptional position here, effectively matching the RTX 5080 in average frame throughput while delivering far superior frame pacing and smoothness.
Resolving to 4K finally tips the balance back toward the RTX 5090 simply through brute rendering power:
> “So, we finally found a situation where the game load crushes the other cards enough that even an inefficient and poorly running 5090 can still outmatch them.”
At 4K, the sheer computational workload pins the pipeline, bringing the RTX 5090's percentile lows up primarily because the run-to-run variability stabilizes under heavy GPU saturation. The RX 9070 XT drops just behind the RTX 5080 in overall average frame rate at 4K, yet preserves tighter low-end percentile proportionality than the competing RTX 5080.
- **1440p Frame Latency:** RTX 5090 baseline rendering rests at 10–11 ms, jumping to 19–22 ms under recurring spikes. - **1440p Competitive Standing:** RX 9070 non-XT matches the RTX 5080 in raw frame rate while providing better frame pacing. - **4K Brute-Force Scaling:** The RTX 5090 establishes clear leadership at 4K, where massive rendering load absorbs the driver pipeline pacing inefficiencies. - **4K Hierarchy:** RX 9070 XT yields its average FPS edge to the RTX 5080, but maintains cleaner frame pacing consistency.
[26:36](https://www.youtube.com/watch?v=ovOx4_8ajZ8&t=1596s) Resident Evil 4 GPU Benchmarks: 1080p to 4K
Gamers Nexus moves on to *Resident Evil 4*, noting that testing this title required pruning far more outlier passes than usual due to severe run-to-run consistency issues. At 1080p, the Nvidia GeForce RTX 5090 establishes a commanding lead, posting a 360 FPS average, which places it roughly 27% ahead of the RTX 5080. While higher resolutions are needed to fully eliminate CPU constraints, the 5090 clearly demonstrates that high-tier cards are beginning to pull away. Meanwhile, the AMD Radeon RX 9070 XT trails just behind the RTX 5080 across average, 1% low, and 0.1% low metrics, giving the 5080 a modest 7.8% advantage in average frame rate. Broadly speaking, this benchmark proves much less favorable to Nvidia on Linux than it typically is in a Windows environment; AMD appears disproportionately favored here, as an RX 9070 XT running that close to an RTX 5080 is an uncommon result. Further down the chart, the RX 9060 XT leads the Intel Arc B580 by about 48%, landing in roughly the same performance bracket as the RTX 5060. The 0.1% low standard deviation in this test is extraordinarily high overall, despite the average frame rates remaining consistent.
Moving up to 1440p, the RTX 5090 drops to a 316 FPS average, yet stretches its lead over the RTX 5080 to an impressive 51%—a dramatic climb over the 27% gap observed at 1080p, driven primarily by imposing a heavier GPU-bound workload. The RTX 5070 Ti and RX 9070 XT are essentially locked in a dead heat in averages, though the 5070 Ti logs lower 0.1% low metrics due to an inconsistent pass that GN elected to keep as representative real-world data. Intel's Arc B580 and B570 continue to struggle on raw throughput, trailing the RTX 5060 and anchoring the bottom of the stack. However, Steve Burke points out an unexpected bright spot for Intel: while the Battlemage GPUs post lower raw numbers, their frame pacing is remarkably solid, demonstrating some of the most stable, tightly grouped frame-to-frame intervals on the entire 1440p chart.
At 4K, the RTX 5090 pulls off a massive 66% lead over the RTX 5080, demonstrating how sheer brute force allows it to scale relentlessly as pixel pipelines fill. The RTX 5060 manages an acceptable average frame rate at 4K on paper, but its 1% and 0.1% lows crater into unplayable territory due to severe frame interval pacing breakdowns. The Intel B580 and B570 land near the bottom again, but both manage to outperform the RTX 5060's low metrics. In the middle tier, the RTX 5070 and RX 9070 remain separated by approximately 10 FPS in their averages.
- **1080p Metrics:** RTX 5090 averages 360 FPS (+27% vs. RTX 5080); RTX 5080 leads RX 9070 XT by 7.8% in average FPS; RX 9060 XT leads Intel Arc B580 by 48%. - **1440p Metrics:** RTX 5090 averages 316 FPS (+51% vs. RTX 5080); RTX 5070 Ti and RX 9070 XT tie in average throughput; Arc B580 and B570 sit at the bottom but maintain the best pacing consistency. - **4K Metrics:** RTX 5090 stretches to a 66% lead over RTX 5080; RTX 5060 suffers broken frame pacing; Arc B580 and B570 beat the RTX 5060 in percentile lows.
[28:38](https://www.youtube.com/watch?v=ovOx4_8ajZ8&t=1718s) Starfield Benchmarks: Nvidia Driver Breakdowns and AMD Dominance
Opening the *Starfield* section with classic deadpan sarcasm, Steve remarks, “No one plays this game, so we figured we'd multiply 0 by zero and test it in Linux.” What unfolds on the charts, however, is a catastrophic showing for Team Green. The Radeon RX 9070 XT performs extraordinarily well, to the point where Nvidia GPUs are effectively non-functional from an architectural scaling perspective due to broken driver interactions with the game on Linux. Steve emphasizes that while an RTX 5090 is objectively superior hardware across every conceivable metric, the reality under Bazzite is that its performance falls completely behind both the RX 9070 and RX 9070 XT. The 5090 leads the 5080 by a meager 19%, the RTX 5070 Ti roughly matches the 5080, and the RTX 5070 trails right on their heels. “This is a clear indication that something is just broken in this chain of drivers somewhere and software, and it's falling on Nvidia,” Steve explains, adding that AMD has consistently captured a far wider competitive edge in Linux gaming compared to its usual standing on Windows.
At 1440p, the exact same upside-down hierarchy persists. The Radeon RX 9070 XT sits firmly atop the chart, shadowed immediately by the non-XT RX 9070. The RTX 5090 places third, followed by the RTX 5080, with the 5090 eking out a 24% lead over the 5080. While the Nvidia cards still stack logically against each other by name, their real-world numbers are completely suppressed relative to their silicon specifications. “Broadly speaking, Nvidia is getting wrecked here. It's not even close,” Steve notes.
When pushed to 4K, the RTX 5090 finally regains ground as raw compute load mounts, but the result remains far from impressive. The RX 9070 XT retains the lead with a 60 FPS average and expected low scaling, while the 5090 essentially ties it within run-to-run variance, flanked on the other side by the RX 9070. Steve likens Nvidia’s Linux struggle in *Starfield* to how Intel Arc GPUs historically felt under Windows: the silicon possesses immense compute capability, but remains trapped inside an external driver-imposed performance box. Notably, Intel Arc is missing entirely from these charts because the game outright refuses to run properly on Battlemage hardware under Linux.
- **1080p & 1440p Anomalies:** Both the RX 9070 XT and RX 9070 beat the RTX 5090 at lower resolutions; RTX 5090 leads RTX 5080 by only 19% (1080p) and 24% (1440p). - **4K Parity:** RX 9070 XT holds 60 FPS average, tying the RTX 5090; RTX 5090 fails to demonstrate its expected hardware advantage over AMD. - **Missing Hardware:** Intel Arc B-Series cards are absent from the test suite due to fundamental driver/game execution crashes.
[30:37](https://www.youtube.com/watch?v=ovOx4_8ajZ8&t=1837s) Dying Light 2: 5070 Ti Pacing Issues and Resolution Scaling
Turning to *Dying Light 2*, the testing kicks off at 1080p rasterized where the RTX 5090 regains its familiar top spot, delivering a 43% average frame rate advantage over the RTX 5080. Yet, an analysis of the frametime metrics shows the RTX 5090 and 5080 running into an artificial performance ceiling; their 1% and 0.1% lows are constrained, reflecting an underlying driver or software boundary. Conversely, the RX 9070 XT and RX 9070 maintain 1% and 0.1% lows that track far closer to their overall averages. The RX 9070 XT ties the RTX 5070 Ti in average frame rate but beats it handily in low-end frame consistency. The Arc B580 delivers a respectable showing at 74 FPS average, proving quite playable and competing directly with the RX 9060 XT.
Steve pauses the benchmark breakdown to spotlight an egregious frametime pacing issue exclusive to the RTX 5070 Ti. Under standard GN lab operating procedures on Windows, extreme run-to-run variance is investigated by stripping out bad passes and rerunning them to isolate background OS interference; if the dips disappear, they are discarded as measurement noise. In Linux, however, the inconsistency on the 5070 Ti was fully repeatable across multiple passes and represented the card's authentic behavior. Across four separate test runs, frametime plots reveal pervasive instability, culminating in a severe, highly perceptible spike right around frame 3,000 where frametimes soared to roughly 46 milliseconds—an unmistakable visual hitch for the user.
```mermaid flowchart TD accTitle: RTX 5070 Ti Linux Run Consistency Flow accDescr: Diagram illustrating GN's decision tree when encountering severe frametime spikes on the RTX 5070 Ti.
subgraph Evaluation ["Test Variance Detection"] A["RTX 5070 Ti Benchmarked"] --> B["Detect Severe Run-to-Run Variance"] B --> C["46ms Frametime Spike Observed (Near Frame 3000)"] end
subgraph Methodology ["Standard vs Linux Handling"] C --> D{"Standard Windows Protocol"} D -->|"Historical GN SOP"| E["Strip bad runs & re-evaluate for background tasks"] C -->|"Linux Bazzite Protocol"| F["Execute 4 repeat passes"] end
subgraph Conclusion ["Final Determination"] F --> G["Spikes reproduce consistently across runs"] G --> H["Retain data on official charts as authentic Linux behavior"] end ```
Moving through 1440p and 4K, the standard hierarchy reasserts itself with distinct behavioral quirks:
- **1440p Results:** The RTX 5090 posts a 50% average FPS lead over the RTX 5080. The 5080 leads a dead heat between the RX 9070 XT and RTX 5070 Ti. The RX 9070 XT maintains cleaner frame pacing intervals than its Nvidia counterpart, while the Arc B570 averages 43 FPS. - **4K Demands:** The RTX 5090 holds 119 FPS average, but its lows remain disproportionately depressed compared to the 5080, pointing once again to an elusive software ceiling. - **Low-Tier Elimination:** The RX 9070 XT hits a 64 FPS average (tying the RTX 5070 Ti), while entry-level cards like the RX 9060 XT, RTX 5060, Arc B580, and Arc B570 collapse under 4K raster loads, remaining playable only as comparative scaling datapoints.
[32:50](https://www.youtube.com/watch?v=ovOx4_8ajZ8&t=1970s) Cyberpunk 2077: Phantom Liberty Rasterization and VRAM Bottlenecks
In *Cyberpunk 2077: Phantom Liberty*, rasterized testing immediately reveals elevated variance across the board. The 0.1% low standard deviation hovers between 10 to 11 FPS across at least three separate GPUs, establishing this title as far more variable under Bazzite than in a controlled Windows environment. At 1080p, the RTX 5090 clocks in at a 195 FPS average, beating the RX 9070 XT by 32%. Despite this raw throughput advantage, the RX 9070 XT demonstrates vastly superior percentile lows compared to the 5090. The RTX 5090 only maintains a smooth visual experience through sheer brute-force compute: its frame drops, though large in absolute delta, remain high enough on the absolute scale that they do not manifest as jarring stutters. The RTX 5080 falls behind the RX 9070 XT in average FPS and falls drastically behind in low percentiles, while the RX 9070 roughly matches the 5080's average while sustaining better pacing. The Arc B580 puts up a solid 60 FPS average, trailing the RTX 5060 by 20% in averages while effectively matching it in 1% and 0.1% lows.
At 1440p, the RTX 5090 holds 148 FPS with 1% and 0.1% lows landing at 104 and 90 FPS respectively—a 46% to 50% lead over the RTX 5080 and RX 9070 XT, which perform identically in average throughput. Intel’s B580 falls to 40 FPS under the increased pixel workload. The RTX 5060 begins to suffer significantly due to the punishing combination of its narrow 8GB VRAM capacity and OS-specific driver overhead under Linux.
By the time the benchmark reaches 4K, low-VRAM architectures fall apart completely. While the RX 9070 XT struggles at a 48 FPS average and trails the RTX 5080 across all three metrics, the lower tier sees an unexpected reversal: the Arc B580, Arc B570, and RX 9060 XT all substantially outperform the RTX 5060, particularly in the 1% and 0.1% lows, where Nvidia's budget card completely exhausts memory bandwidth and capacity.
- **1080p Dynamics:** RTX 5090 hits 195 FPS (+32% vs. RX 9070 XT); RX 9070 XT achieves superior low percentiles over both RTX 5090 and RTX 5080. - **1440p Dynamics:** RTX 5090 maintains 148 FPS (+46–50% vs. RX 9070 XT and RTX 5080); RTX 5060 shows early signs of memory starvation. - **4K Collapse:** Severe memory pressure enables Intel Arc B580/B570 and AMD RX 9060 XT to decisively beat the RTX 5060 in low-end frame stability.
[34:45](https://www.youtube.com/watch?v=ovOx4_8ajZ8&t=2085s) Baldur's Gate 3: Native Linux Build Testing and Nvidia Inconsistency
The testing shifts to *Baldur's Gate 3*, which Steve highlights as one of the most mechanically and architecturally complex titles in the entire test suite. Unlike pure Windows titles running through Proton layers, *Baldur's Gate 3* features both an official native Linux build and a standard Windows build, layered across Vulkan and DirectX 11 execution APIs.
GN focused initial efforts on the native Linux build running the Vulkan API at 1080p, but the results quickly proved wildly erratic for Nvidia hardware. Performance on GeForce cards proved completely sporadic and unreproducible across runs. In one of the most bizarre data anomalies of the entire benchmark suite, the flagship RTX 5090 charted below the mid-range RTX 5070 on the native Vulkan build. Addressing the obvious confusion viewers would have seeing such an inverted chart, Steve confirms that the team conducted exhaustive retests and evaluations, concluding: “We are well aware that the 5090 is below the 5070 and that obviously is not how these cards should behave, nor does it seem like a normal or good test result. But after retests and evaluation, the only thing consistent is inconsistency when it comes to this configuration.” The native Linux implementation under Vulkan presents deep structural execution flaws on Nvidia drivers, highlighting the unpredictable friction gamers still face when navigating native vs. translation layers on Linux.
[35:23](https://www.youtube.com/watch?v=ovOx4_8ajZ8&t=2123s) Baldur's Gate 3 Linux Native & Windows Build Benchmarks
Testing the Linux native Vulkan build of *Baldur's Gate 3* proved to be an exercise in frustration, particularly on Nvidia hardware. The AMD Radeon RX 9070 XT managed a 238 FPS average at 1080p, but its low-percentile frame rates failed to scale proportionally, delivering an overall inconsistent experience compared to other titles. The RX 9060 XT slotted in predictably beneath it. Nvidia's results, however, were an erratic mess. While the test rig logged numbers, Gamers Nexus opted against putting error bars on the chart because the native implementation is outright broken on Nvidia GPUs. The exact same instability surfaced at 1440p, where Nvidia cards delivered completely unreliable figures and the RX 9070 XT, while yielding a passable average, exhibited poor consistency.
```mermaid flowchart TD accTitle: Baldur's Gate 3 Build Comparison on Bazzite accDescr: Comparing the broken Linux native Vulkan branch against the stable Windows DirectX 11 branch running through Proton. subgraph Native["Native Linux Build (Vulkan)"] direction TB N1["AMD Radeon GPUs"] -->|"Variable Lows, Passable Avg"| N2["RX 9070 XT: 238 FPS (1080p)"] N3["NVIDIA GPUs"] -->|"Completely Broken / Erratic"| N4["Unreliable Data (No Error Bars)"] end subgraph Proton["Windows Build via Proton (DirectX 11)"] direction TB P1["Top GPUs (RTX 5090, 5080, 5070)"] -->|"CPU/External Bottleneck"| P2["Capped near ~170 FPS across resolutions"] P3["Mid-Range (RX 9060 XT & RTX 5060)"] -->|"Normal Scaling"| P4["RX 9060 XT: 130 FPS Avg"] P5["Intel Arc (B580 & B570)"] -->|"Viable Performance"| P6["B580: 79 FPS Avg"] end ```
Switching over to the Windows DirectX 11 build of *Baldur's Gate 3* running through Proton on Bazzite restored behavioral sanity. At 1080p, the RTX 5090, RTX 5080, and RTX 5070 ran into a strict CPU-bound ceiling, with the RTX 5060 Ti brushing against that limit as well. The 8 GB RX 9060 XT delivered a 130 FPS average with percentile lows closely tracking the RTX 5060 8 GB, putting both cards substantially ahead of Intel's Battlemage flagship. The Intel Arc B580 posted an average of 79 FPS with respectable lows considering Intel's driver overhead, and the B570 scaled right in line with expectations from previous Windows testing.
At 1440p, the exact same hierarchy held with predictable downward scaling, as the upper trio of Nvidia cards remained pinned against platform bottlenecks. By 4K, the RTX 5090 actually posted a 170 FPS average—technically exceeding its 1440p result. While nonsensical in a GPU-constrained workload, it confirms that 1080p, 1440p, and 4K were all bound by external CPU or software constraints rather than graphics throughput. The RX 9070 XT hit 103 FPS average at 4K in the Windows DX11 path, trailing the 115 FPS average it managed under the native Vulkan build, though the two API implementations are not directly comparable.
[37:24](https://www.youtube.com/watch?v=ovOx4_8ajZ8&t=2244s) Ray Tracing Benchmarks: Cyberpunk 2077, Black Myth: Wukong, and Dying Light 2
Ray tracing testing kicked off with *Cyberpunk 2077* at 1080p, where Nvidia maintained its traditional Windows performance superiority entirely through hardware silicon advantages. The RTX 5090 set the high mark with a 135 FPS average, leading the RTX 5080 by 46%. The RX 9070 XT landed at 72 FPS average, wedged between the RTX 5070 and RTX 5070 Ti. Intel's Arc B580 made a remarkably strong value showing by averaging 58 FPS to edge past the RTX 5060 Ti, while the baseline 8 GB RTX 5060 failed the test entirely and could not run.
At 1440p ray tracing, the workload hammered every card tested: - Only the RTX 5090 and RTX 5080 managed to hold averages above 60 FPS. - The RX 9070 XT crept toward the RTX 5070 Ti without matching it, failing to demonstrate any of AMD's earlier low-frametime advantages seen in rasterization. - Intel's B580 punched well above its price tier, drawing near the RTX 5070 while matching or slightly besting its percentile lows. - 4K proved unplayable across the board: the RTX 5090 managed 49 FPS with tight frame pacing, while the next-best RTX 5080 collapsed to 30 FPS.
In *Black Myth: Wukong* with Ray Tracing Medium and FSR Quality, Nvidia dominated while AMD collapsed. The RTX 5090 achieved a 113 FPS average (30% over the RTX 5080) with identical lows. AMD did not appear on the chart until below the RTX 5060, plagued by disproportionately terrible percentile lows that completely inverted the rasterization trends. *Dying Light 2* with ray tracing reinforced this dynamic: the RTX 5070 outperformed the RX 9070 XT outright, leaving only the RTX 5060 Ti and RTX 5060 beneath the non-XT RX 9070.
[39:28](https://www.youtube.com/watch?v=ovOx4_8ajZ8&t=2368s) Realities of Linux Gaming: Nvidia Drivers, Anti-Cheat, and Broken Ports
Reflecting on the overall testing experience, Steve Burke observed that high-end hardware generally ran games on Bazzite without catastrophic roadblocks, though the rapid pace of open-source development means bugs can appear or vanish overnight. Low-VRAM cards like the RTX 5060 and Intel Arc GPUs ran into far more friction. Gamers Nexus also sought to clarify whether community hostility toward Nvidia on Linux stems from broken hardware or licensing philosophy. Citing Linux developer Antheas, Steve explained the transition:
> “Now with GSP, which is a co-processor on the card, they can shove all those fixes in the firmware of that co-processor, which is closed source, and distribute an open driver that communicates with that. It's just fancy software engineer lawyering.”
In practice, the Nvidia flavor of Bazzite ran just as smoothly as the AMD/Intel images on modern GPUs. Furthermore, Steve highlighted the refreshing openness of the ecosystem, noting that developers behind Bazzite and MangoHud reached out directly to collaborate, a stark contrast to Microsoft where contacts speak only under strict anonymity.
Despite the progress catalyzed by the Steam Deck, Steve cautioned that desktop Linux is not frictionless and outlined several glaring problem areas: - **Anti-Cheat Restrictions:** Kernel-level anti-cheat remains a massive wall; *F1 24* had to be excised from the test suite entirely because it refused to boot. - **Missing Features in RE Engine:** Neither *Resident Evil 4* nor *Dragon's Dogma 2* surfaced in-game toggles for ray tracing on Linux, requiring manual configuration tweaks that violated sterile testing protocols. - **Inferior Native Linux Ports:** Native builds often perform far worse than Windows binaries run through compatibility layers. *Total War: Warhammer III*'s native port lags behind Windows updates, forcing users onto Proton. *Baldur's Gate 3* dropped a native desktop Linux patch during testing that broke desktop installations because developer Larian overlooked non-Steam Deck setups, while also forcing borderless full-screen to the monitor's native resolution regardless of user settings. - **Engine Instability & VRAM Crashes:** In *Cyberpunk 2077*, enabling RT Medium caused the game to consistently crash on the second loading screen when reloading saves or backing out to the menu. Meanwhile, VRAM-limited GPUs failed catastrophically: the 8 GB RTX 5060 managed *Total War: Warhammer III* at 1080p, but crashed during the loading screen at every higher resolution. - **Intel Arc Driver Maturity:** Intel experienced the worst stability; on the B580, *Baldur's Gate 3* native would not launch, *Dragon's Dogma 2* crashed before benchmarks could complete, and *Starfield* could not load save files at all.
[44:05](https://www.youtube.com/watch?v=ovOx4_8ajZ8&t=2645s) Hardware Bugs, MangoHud Logging Crashes, and Shader Caches
Testing hardware on Linux revealed acute stability problems, especially on non-flagship GPUs and Intel hardware. Gamers Nexus noticed desktop flickering and visual artifacts during general usage. Ray tracing support was heavily fractured: across their entire testing suite, Cyberpunk 2077 was the solitary title that even exposed an RT toggle for Intel Arc hardware. When testing stepped down to the Intel Arc B570, the card could not launch Cyberpunk 2077 with ray tracing enabled without crashing immediately. Cyberpunk 2077 with ray tracing active was not an Intel-exclusive problem, as it also crashed consistently on AMD's RX 7600 XT (referred to in the audio context as the 9600 XT / 7600 XT class), though Intel required the most troubleshooting concessions overall.
```mermaid flowchart TD accTitle: Linux Testing Issues accDescr: Pipeline showing hardware instability, software logging bugs, and shader compilation friction encountered during Linux benchmarking.
subgraph HardFaults["Hardware & Drivers"] Desktop["Desktop Artifacts & Flickering"] IntelRT["Intel Arc: RT missing in suite\n(Except Cyberpunk 2077)"] RTCrash["Cyberpunk RT Crashing\n(Intel B570 & AMD RX 7600 XT)"] end
subgraph LogIssues["MangoHud Logging Friction"] CrashExit["Games crash to desktop\nwhen logging completes"] Freezes["Minute-long freezes\n(Resolved by Alt-Tab)"] HeroicBreak["MangoHud broke on Heroic Launcher\n(freedesktop runtime EOL)"] end
subgraph SteamOps["Shader Overhead"] InitCompile["Initial Shader Compile:\nUp to 25 mins (NVIDIA / Starfield)"] DailyUpdates["Daily forced micro-updates\nfor Steam shader caches"] end
HardFaults --> LogIssues --> SteamOps ```
Data collection was further complicated by MangoHud, the software utility used for frame rate and frametime logging. The team ran into repeated bugs where games would abruptly crash straight to desktop the moment MangoHud concluded a logging run. Gamers Nexus contacted the MangoHud developer directly to discuss potential solutions, but for the duration of this testing phase, they simply had to work around the instabilities. Games would also occasionally freeze entirely for up to 60 seconds at a stretch, an issue bypassed only by alt-tabbing out to the desktop and back into the game window. The MangoHud on-screen overlay itself had to remain completely disabled during runs; earlier testing on the Steam Deck demonstrated that active overlays inject noticeable frametime stuttering and pacing anomalies.
Later in the benchmarking pipeline, MangoHud stopped functioning altogether within the Heroic Games Launcher, which was being used to launch the GOG release of Cyberpunk 2077. This raised serious concerns for testing consistency:
> “This was alarming mainly because it implied that something was updating outside of our controls despite being so explicitly careful and controlled with all the software versions.”
The failure appeared linked to freedesktop.org runtime policies that drop support for releases after a two-year lifecycle. The team managed to track down a temporary workaround via an obscure Reddit thread, only for the original poster to promptly delete the thread.
Outside of logging utilities, Steam’s shader caching system introduced immense waiting periods. The first-time shader compilation pass on Nvidia graphics cards stretched out to grueling lengths, taking up to 25 minutes for *Starfield* before the title could even reach the main menu. Furthermore, Steam consistently pushed daily micro-updates to shader caches across several titles, matching behavior long documented on the Steam Deck.
- Intel graphics cards lacked ray tracing options entirely in every suite game except Cyberpunk 2077. - The Intel Arc B570 crashed instantly when attempting to boot Cyberpunk 2077 with ray tracing enabled. - MangoHud runs frequently ended with immediate hard crashes to desktop upon stopping the benchmark capture. - Alt-tabbing out and back in was the only method found to recover from 60-second in-game freezes. - Nvidia cards experienced first-time shader compilations taking up to 25 minutes on titles like *Starfield*. - Continuous daily shader cache patches regularly altered game footprints, mimicking the Steam Deck experience.
---
[45:45](https://www.youtube.com/watch?v=ovOx4_8ajZ8&t=2745s) Benchmarking Feasibility and Long-Term Testing Realities
Reflecting on the dataset, Gamers Nexus treated this project as an exploratory effort to determine whether Linux could fit into their established GPU review workflows. In Windows, established baseline data remains dependable enough that the team can drop a newly launched graphics card into existing charts one or two months after the primary data run without invalidating comparisons. On Linux, however, the underlying ecosystem evolves too rapidly for that workflow.
> “The biggest thing we've learned is that this is going to be difficult to get to the level we're at on Windows where we can just append a card in say a month or two months later after collecting the core data set... because it changes a lot more.”
The team contemplated alternative testing strategies, such as allowing rolling software and driver updates while cataloging every specific Proton and kernel version alongside the card entry on the charts. However, that approach was rejected because it undermines standard benchmarking integrity:
> “Now you're cross comparing new data to old data and if the percent difference swings as a result of that but you haven't retested the old stuff then it's not accounted for and it makes the new test look potentially unfairly good or bad performing depending on how the update went.”
To make regular Linux GPU benchmarking viable going forward, Gamers Nexus is evaluating alternative compromises. These include building a tailored suite exclusively out of titles known to behave well on Linux, rather than prioritizing parity with their Windows test library, as well as porting internal automation tools over to Linux to reduce manual operator hours.
The extensive time investment required by strict data-validation controls means Linux testing cannot yet happen at the cadence of standard Windows GPU reviews. Viewers looking to support the massive labor involved in Linux data collection and experimental testing were directed to the Gamers Nexus store, highlighting their retro I/O-themed coaster packs, the backer tiers for the upcoming *AI Dystopia* special reports, the vaporwave unhinged smiley t-shirt featuring a censored speech box, and the YouTube copyright takedown shirt cheekily dedicated to Bloomberg.
## Notable quotes > [03:25](https://www.youtube.com/watch?v=ovOx4_8ajZ8&t=205s) And if more users grit their teeth through some of the initial learning pains, we think that might mean that we can kind of escape from some of the Windows issues as a community and we'd count that as a win. — Steve Burke
## Mentioned Gamers Nexus, Steve Burke, Mike, Antheas, Wendell, Level1Techs, Microsoft, Windows, Linux, Bazzite, SteamOS, Valve, CachyOS, Fedora, Arch, Proton, Steam, Steam Deck, GOG, Heroic Games Launcher, freedesktop.org, Wayland, KDE Plasma, MangoHud, PresentMon, Vulkan, DirectX 11, Larian Studios, Intel, Intel Arc B580, Intel Arc B570, AMD, AMD Radeon RX 9070 XT, AMD Radeon RX 9070, AMD Radeon RX 9060 XT, AMD Radeon RX 7600 XT, AMD Ryzen 9800X3D, Nvidia, Nvidia GeForce RTX 5090, Nvidia GeForce RTX 5080, Nvidia GeForce RTX 5070 Ti, Nvidia GeForce RTX 5070, Nvidia GeForce RTX 5060 Ti, Nvidia GeForce RTX 5060, Dragon's Dogma 2, Black Myth: Wukong, Resident Evil 4, Rocket League, Starfield, Dying Light 2, Cyberpunk 2077: Phantom Liberty, Baldur's Gate 3, F1 24, Total War: Warhammer III
## Video description SUPPORT OUR WORK: RETRO I/O Coaster Packs! https://store.gamersnexus.net/products/gn-drink-retro-io-coaster-pack-4-custom-3d-coasters-100x100mm We're finally benchmarking GPU performance in Linux, first using the Bazzite OS following thousands of community requests specifically for this operating system. A lot of this is exploratory and research for establishing methodology, so we're still learning how to control the platforms and software for this benchmarking. In the very least, this allows us to start generating some exit velocity from Windows for some people. Linux still isn't for everyone. Some users, like our own production machines, are bound to Windows by compatibility requirements with certain software. But gaming has dramatically improved on Linux over the years and is developing fast (despite still having issues), and so it may slowly start to become more viable for gaming users in particular.
Learn about the special backer tiers with bonus videos and digital content: https://store.gamersnexus.net/ai-dystopia And our new Vaporwave Smiley T-shirt: https://store.gamersnexus.net/products/unhinged-vaporwave-smiley-t-shirt-cotton-black Or grab our sticker packs! https://store.gamersnexus.net/products/unhinged-ai-dystopia-computer-case-sticker-pack We also have a new REDACTED glass with nucleation base: https://store.gamersnexus.net/products/censored-unhinged-smiley-glass-nucleation-base And our Copyright Takedown T-Shirt: https://store.gamersnexus.net/products/copyright-strike-takedown-black-cotton-t-shirt
Watch our Linux benchmarking discussion with Wendell: https://www.youtube.com/watch?v=5O6tQYJSEMw Watch our Steam Machine benchmarks: https://www.youtube.com/watch?v=bWUxObt1efQ
Bazzite, if you're interested. We have no affiliation with the maintainers or distro beyond using it here: https://bazzite.gg/
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RELATED PRODUCTS [Affiliate Links]
AMD RX 9070 XT on Amazon: https://geni.us/BvWWM AMD RX 9070 on Amazon: https://geni.us/7Fgt NVIDIA RTX 5070 on Amazon: https://geni.us/ZUB8fT Intel B580 on Amazon: https://geni.us/V1GVXd NVIDIA RTX 5060 on Amazon: https://geni.us/kmtD6 AMD Ryzen 9800X3D CPU on Amazon: https://geni.us/bsS1kFv
TIMESTAMPS
00:00 - Benchmarking Gaming on Linux 03:25 - It's Not For Everybody and Disclaimers 07:29 - Choosing a Linux Distribution 11:37 - METHODOLOGY: Testing Considerations 13:21 - METHODOLOGY: Some Business Context 16:28 - METHODOLOGY: Version Control and Qualifiers 19:27 - Dragon's Dogma 2 GPU Benchmarks 1080p 20:39 - Dragon's Dogma 2 GPU Benchmarks 1440p 21:25 - Dragon's Dogma 2 GPU Benchmarks 4K 21:49 - Black Myth Wukong: 1080p 23:35 - Black Myth Wukong Frametime Intervals 1080p 24:29 - Black Myth Wukong: 1440p Linux Benchmarks 25:31 - Black Myth Wukong Frametime Intervals 1440p 25:58 - Black Myth Wukong: 4K 26:36 - Resident Evil 4 1080p Benchmarks 27:28 - Resident Evil 4 1440p 28:07 - Resident Evil 4 4K 28:38 - Starfield 1080p 29:32 - Starfield 1440p 29:58 - Starfield 4K 30:37 - Dying Light 2 1080p 31:15 - Dying Light 2 5070 Ti Frametime Issue 32:01 - Dying Light 2 1440p 32:22 - Dying Light 2 4K 32:50 - Cyberpunk 2077 1080p 33:51 - Cyberpunk 2077 1440p 34:20 - Cyberpunk 2077 4K 34:45 - Baldur's Gate 3 Linux Native 1080p 35:51 - Baldur's Gate 3 Linux Native 1440p 36:06 - Baldur's Gate 3 Windows Build 1080p 36:41 - Baldur's Gate 3 Windows Build 1440p, 4K 37:24 - Ray Tracing: Cyberpunk 1080p 38:02 - Ray Tracing: Cyberpunk 1440p, 4K 38:39 - Ray Tracing: Black Myth, Dying Light 2 39:28 - PROBLEMS: Bugs, Anti-Cheat Software, Shader Cache 45:45 - Conclusion
CORRECTIONS: 19:27 - The subtitle for the charts says "Win11." These are done on Bazzite, which is in the chart major title (correctly). The subtitle incorrectly states Win11.
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Steve Burke: Host, Test Lead, Writing Patrick Lathan: Testing, Writing Mike Gaglione: Testing Vitalii Makhonvets: Editing
[Source](https://www.youtube.com/watch?v=ovOx4_8ajZ8)