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Testbed Configuration and Testing Methodology

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

There are five graphic cards participating in our today’s test session and only one of them, GeForce GTX 770 is tested in its non-overclocked mode at the nominal frequencies: 

This approach is quite logical, as it is GTX 770 that is a top reference point for the GTX 760 and most likely some other testing participants.

The remaining three graphics cards were tested at their nominal frequencies as well as at the maximum clocks for these specific graphics cards:

 

 

 

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 48x, BCLK frequency set at 100 MHz and “Load-Line Calibration” enabled to 4.8 GHz. The processor Vcore was increased to 1.38 V in the mainboard BIOS:

Hyper-Threading technology was enabled. 16 GB of system DDR3 memory worked at 2.133 GHz frequency with 9-11-11-31 timings and 1.6V voltage.

The test session started on June 20, 2013. All tests were performed in Microsoft Windows 7 Ultimate x64 SP1 with all critical updates as of that date and the following drivers:

We tested the graphics cards performance in two resolutions: 1920x1080 and 2560x1440. 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 4x(8x)” with enabled 16x anisotropic filtering and full screen 4x or 8x antialiasing, in those cases when the average fps rate remained 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.

Our benchmarking suite underwent some modifications. Besides the traditional updates of the games that already are in this list, we added two new titles to it. They are GRID 2 auto racing simulator and Company of Heroes 2 (beta version) real-time strategy. As a result, our suite includes two popular semi-synthetic benchmarks and 12 resource-consuming games of various genres:

  • 3DMark 2013 (DirectX 9/11) – version 1.0, benchmarks in “Cloud Gate”, “Fire Strike” and “Fire Strike Extreme” scenes;
  • Unigine Valley Bench (DirectX 11) – version 1.0, maximum image quality settings, AF16x and(or) MSAA 4x, 1980x1080 resolution;
  • 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;
  • 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 8x in one of the test modes;
  • 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;
  • 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 v1.0.2.1 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;
  • Hitman: Absolution (DirectX 11) – version 1.0.446.0, built-in test with Ultra image quality settings, with enabled tessellation, FXAA and global lighting;
  • Crysis 3 (DirectX 11) – version 1.0.1.3, all graphics quality settings at maximum, Motion Blur amount – Medium, lens flares – on, FXAA and MSAA4x modes enabled, two consecutive runs of a scripted scene from the beginning of the “Swamp” mission 110 seconds long;
  • Tomb Raider (2013) (DirectX 11) – version 1.1.743.0, we used Adrenaline Benchmark Tool, all image quality settings set to “Ultra”, V-Sync disabled, FXAA and 2x SSAA antialiasing enabled, TessFX technology activated, two consecutive runs of the benchmark built into the game;
  • BioShock Infinite (DirectX 11) – version 1.1.21.26939, we used Adrenaline Action Benchmark Tool v1.0.2.1, two consecutive runs of the built-in benchmark with “Ultra” and “Ultra+DOF” quality settings;
  • Metro: Last Light (DirectX 11) – version 1.0.2, we used built-in benchmark for two consecutive runs of the D6 scene. All image quality and tessellation settings were at “Very High”, “Advanced PhysX technology was enabled, we tested with and without SSAA antialiasing;
  • GRID 2 (DirectX 11) – version 1.0.82.5097, we used built-in benchmark, graphics image quality settings were at their maximum in all aspects, the tests were run with and without MSAA 8x antialiasing with eight cars on the Chicago track;
  • Company of Heroes 2 beta (DirectX 11) – version 3.0.0.9614, two consecutive runs of the integrated benchmark at maximum image quality and physics effects settings.

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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