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3DMark Vantage

3DMark 2011

Unigine Heaven Demo

The two semi-synthetic benchmarks and Unigine demo don’t have anything new to tell us. The 4 gigabytes of graphics memory do not show up, the Gigabyte even being a little faster than the EVGA at the same clock rates. Hopefully, we’ll get more exciting results in games, especially as we’ll complement our traditional diagrams with memory usage charts at both resolutions (2560x1440 on the left and 3240x1920 on the right).

S.T.A.L.K.E.R.: Call of Pripyat

S.T.A.L.K.E.R.: Call of Pripyat isn’t a new game, yet it needs 1.1 gigabytes of graphics memory at 2560x1440 (here and in the other tests this number includes 150-200 megabytes required by the OS) when antialiasing is off. When 4x antialiasing is turned on, the number increases to 1.4 gigabytes. The resolution of 3240x1920 pixels is about 70% larger than 2560x1440 pixels, so the game needs 1.5 and 1.83 GB of graphics memory with antialiasing off and on, respectively.



Although the memory requirements are close to the limit of a regular GeForce GTX 670, the test results of the two GTX 670s are identical:

We can only add that the overclocked EVGA is easily ahead of the GeForce GTX 680 thanks to its higher memory clock rate. We’ll see the same picture in the rest of the tests.

Metro 2033: The Last Refuge

Known for its high graphics memory requirements, Metro 2033: The Last Refuge took 1.15 and 1.84 gigabytes at 2560x1440 and 1.3 and 2.55 GB at 3240x1920.



There is no difference between the two GeForce GTX 670s at 2560x1440 but we see it as soon as we switch to 3240x1920.

The EVGA GeForce GTX 670 Superclocked with 4 GB of memory is three times as fast as the regular GeForce GTX 670 and twice as fast as the overclocked GeForce GTX 680. That would be perfect if its frame rate were not as low as 14-15 fps, bottoming out to 5-6 fps. Of course, there’s no talking about smooth gameplay at such a low speed. Still, we can note that the double amount of memory does provide some benefits here.

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