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Testbed Configuration and Testing Methodology

All participating graphics cards were tested in a system with the following configuration:

Besides the above discussed graphics cards we also added three more products to our review. The first one is MSI GeForce GTX 660 2 GB and it is included for comparison against GeForce GTX 650 Ti, in order to determine how big of a gap there is between them. The second card is Sapphire Radeon HD 7850 2 GB, which retails for more than GeForce GTX 650 Ti 2 GB, but the price difference is really small, so we regard it as a potential competitor to GeForce GTX 650 Ti 2 GB. And finally, the third graphics card is AMD Radeon HD 7770 1 GB, which is priced precisely between GeForce GT 640 and GeForce GTX 650 Ti 1 GB, so it makes sense to use it, too.

As usual, in order to lower the dependence of the graphics cards performance on the overall platform speed, I overclocked our 32 nm six-core CPU with the multiplier set at 37x, BCLK frequency set at 125 MHz and “Load-Line Calibration” enabled to 4.625 GHz. The processor Vcore was increased to 1.49 V in the mainboard BIOS:

Hyper-Threading technology was enabled. 16 GB of system DDR3 memory worked at 2 GHz frequency with 9-10-10-28 timings and 1.65V voltage.

The test session started on December 25, 2012. All tests were performed in Microsoft Windows 7 Ultimate x64 SP1 with all critical updates as of that date and the following drivers:

For our tests of the GeForce GTX 650 Ti we decided to stick only to one single resolution – 1920x1080 pixels, because the monitors supporting this resolution are currently selling for less than some GeForce GTX 650 Ti graphics cards from this roundup. This series of graphics is not fit for higher resolutions than that because of their insufficient performance, and any resolutions below 1920x1080 should be absolutely no problem for all testing participants.

The tests were performed in two image quality modes: “Quality+AF16x” – default texturing quality in the drivers with enabled 16x anisotropic filtering and “Quality+ AF16x+MSAA 4(8)x” with enabled 16x anisotropic filtering and full screen 4x or 8x antialiasing if the average framerate was high enough for comfortable gaming experience. We enabled anisotropic filtering and full-screen anti-aliasing from the game settings. If the corresponding options were missing, we changed these settings in the Control Panels of Catalyst and GeForce drivers. We also disabled Vsync there. There were no other changes in the driver settings.

The list of games and applications used in this test session includes two popular semi-synthetic benchmarking suites, one technical demo and 15 games of various genres with all updates installed as of the beginning of the test session date:

  • 3DMark Vantage (DirectX 10) – version 1.0.2.1, Performance and Extreme profiles (only basic tests);
  • 3DMark 2011 (DirectX 11) – version 1.0.3.0, Performance and Extreme profiles;
  • Unigine Heaven Demo (DirectX 11) – version 3.0, maximum graphics quality settings, tessellation at “extreme”, AF16x, 1280x1024 resolution with MSAA and  1920x1080 with MSAA 8x;
  • S.T.A.L.K.E.R.: Call of Pripyat (DirectX 11) – version 1.6.02, Enhanced Dynamic DX11 Lighting profile with all parameters manually set at their maximums, we used our custom cop03 demo on the Backwater map;
  • Metro 2033: The Last Refuge (DirectX 10/11) - version 1.2, maximum graphics quality settings, official benchmark, “High” image quality settings; tesselation, DOF and MSAA4x disabled; AAA aliasing enabled, two consecutive runs of the “Frontline” scene;
  • Just Cause 2 (DirectX 11) - version 1.0.0.2, maximum quality settings, Background Blur and GPU Water Simulation disabled, two consecutive runs of the “Dark Tower” demo;
  • Aliens vs. Predator (2010) (DirectX 11) – Texture Quality “Very High”, Shadow Quality “High”, SSAO On, two test runs in each resolution;
  • Lost Planet 2 (DirectX 11) – version 1.0, maximum graphics quality settings, motion blur enabled, performance test “B” (average in all three scenes);
  • Sid Meier’s Civilization V (DirectX 11) – version 1.0.1.348, maximum graphics quality settings, two runs of the “diplomatic” benchmark including five heaviest scenes;
  • Total War: Shogun 2: Fall of the Samurai (DirectX 11) – version 1.1.0, built-in benchmark (Sekigahara battle) at maximum graphics quality settings and enabled MSAA 4x in one of the test modes;
  • Crysis 2 (DirectX 11) – version 1.9, we used Adrenaline Crysis 2 Benchmark Tool v.1.0.1.14. BETA with “Ultra High” graphics quality profile and activated HD textures, two runs of a demo recorded on “Times Square” level;
  • Hard Reset Demo (DirectX 9) – benchmark built into the demo version with Ultra image quality settings, one test run;
  • Batman: Arkham City (DirectX 11) – version 1.2, maximum graphics quality settings, physics disabled, two sequential runs of the benchmark built into the game.
  • Battlefield 3 (DirectX 11) – version 1.4, all image quality settings set to “Ultra”, two successive runs of a scripted scene from the beginning of the “Going Hunting” mission 110 seconds long;
  • DiRT Showdown (DirectX 11) – version 1.0, built-in benchmark at maximum graphics quality settings (“Ultra” preset) on the “Nevada” track;
  • Nexuiz (DirectX 11) – version 1.0, Ultra settings, double run of the in-built benchmark with High and Ultra profiles;
  • Sniper Elite V2 Benchmark (DirectX 11) – version 1.05, we used Adrenaline Sniper Elite V2 Benchmark Tool v1.0.0.2 BETA with maximum graphics quality settings (“Ultra” profile), Advanced Shadows: HIGH, Ambient Occlusion: ON, Stereo 3D: OFF, two sequential test runs;
  • Sleeping Dogs  (DirectX 11) – version 1.5, we used Adrenaline Sleeping Dogs Benchmark Tool v1.0.0.3 BETA with maximum image quality settings, Hi-Res Textures pack installed, FPS Limiter and V-Sync disabled, two consecutive runs of the built-in benchmark with quality antialiasing at Normal and Extreme levels;
  • F1 2012 (DirectX 11) – update 9, we used Adrenaline Racing Benchmark Tool v1.0.0.13  with “Ultra” image quality settings during two laps on Brazilian “Interlagos” race track with 24 other cars and a drizzling rain; we also used “Bonnet” camera mode;
  • Hitman: Absolution (DirectX 11) – version 1.0, built-in test with Ultra image quality settings, with enabled tessellation, FXAA and global lighting.

If the game allowed recording the minimal fps readings, they were also added to the charts. We ran each game test or benchmark twice and took the best result for the diagrams, but only if the difference between them didn’t exceed 1%. If it did exceed 1%, we ran the tests at least one more time to achieve repeatability of results.

 
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