Testbed Configuration and Testing Methodology
All participating graphics cards were tested in a system with the following configuration:
- Mainboard: Intel Siler DX79SI (Intel X79 Express, LGA 2011, BIOS 0537 from 7/23/2012);
- CPU: Intel Core i7-3960X Extreme Edition, 3.3 GHz, 1.2 V, 6 x 256 KB L2, 15 MB L3 (Sandy Bridge-E, C1, 32 nm);
- CPU cooler: Phanteks PH-TC14PE (2 x 135 mm fans at 900 RPM);
- Thermal interface: ARCTIC MX-4;
- Graphics cards:
- System memory: DDR3 4 x 4GB Mushkin Redline (Spec: 2133 MHz / 9-11-10-28 / 1.65 V);
- System drive: Crucial m4 256 GB SSD (SATA-III,CT256M4SSD2, BIOS v0009);
- Drive for programs and games: Western Digital VelociRaptor (300GB, SATA-II, 10000 RPM, 16MB cache, NCQ) inside Scythe Quiet Drive 3.5” HDD silencer and cooler;
- Backup drive: Samsung Ecogreen F4 HD204UI (SATA-II, 2 TB, 5400 RPM, 32 MB, NCQ);
- System case: Antec Twelve Hundred (front panel: three Noiseblocker NB-Multiframe S-Series MF12-S2 fans at 1020 RPM; back panel: two Noiseblocker NB-BlackSilentPRO PL-1 fans at 1020 RPM; top panel: standard 200 mm fan at 400 RPM);
- Control and monitoring panel: Zalman ZM-MFC3;
- Power supply: Seasonic SS-1000XP Active PFC F3 1000 W (with a default 120 mm fan);
- Monitor: 27” Samsung S27A850D (DVI-I, 2560x1440, 60 Hz).
Of all graphics cards mentioned above only Asus card has higher nominal frequencies that is why we decided to adjust them to the reference level for GeForce GTX 680 based products for the purity of the experiment:
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 9-11-10-28 timings and 1.65V voltage.
The test session started on February 24, 2013. All tests were performed in Microsoft Windows 7 Ultimate x64 SP1 with all critical updates as of that date and the following drivers:
- Intel Chipset Drivers 184.108.40.2064 WHQL from 02/07/2013 for the mainboard chipset;
- DirectX End-User Runtimes libraries from November 30, 2010;
- AMD Catalyst 13.2 Beta 6 (220.127.116.11) driver from 02/18/2013 + Catalyst Application Profiles 12.11 (CAP2) for AMD based graphics cards;
- Nvidia GeForce 314.09 WHQL driver from 02/21/2013 for GeForce GTX TITAN and GeForce 314.07 WHQL from 02/18/2013 for GeForce GTX 690 and GTX 680 based graphics cards.
We ran our tests in the following 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 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 has been once again expanded and updated. Now we include the new 3DMark (2013), the latest version of the Heaven benchmark and the newest and very beautiful Valley benchmark. Moreover, we also added such new gaming titles as Resident Evil 6, Crysis 3 and Tomb Raider (2013). As a result, the testing suite no includes two semi-synthetic benchmarking suites, two demo-scenes and 14 latest games of various genres with all updates installed as of the beginning of the test session date:
- 3DMark 2011 (DirectX 11) – version 18.104.22.168, Performance and Extreme profiles;
- 3DMark 2013 (DirectX 9/11) – version 1.0, benchmarks in “Cloud Gate”, “Fire Strike” and “Fire Strike Extreme” scenes;
- Unigine Heaven Bench (DirectX 11) – version 4.0, maximum graphics quality settings, tessellation at “extreme”, AF16x, MSAA 8x, 1920x1080 and 2560x1440 resolutions;
- Resident Evil 6 Bench (DirectX 9) – version 1.0, all image quality settings at maximum, FXAA3HQ antialiasing, Motion Blur – On, 1920x1080 and 2560x1440 resolutions;
- 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;
- Aliens vs. Predator (2010) (DirectX 11) – Texture Quality “Very High”, Shadow Quality “High”, SSAO On, two test runs in each resolution;
- 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.22.214.171.124. BETA with “Ultra High” graphics quality profile and activated HD textures, two runs of a demo recorded on “Times Square” level;
- 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 v126.96.36.199 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 v188.8.131.52 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 10, we used Adrenaline Racing Benchmark Tool v184.108.40.206 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;
- Borderlands 2 (DirectX 9) – version 1.3.1, built-in benchmark with maximum image quality settings and maximum PhysX level, FXAA enabled;
- Hitman: Absolution (DirectX 11) – version 1.0, built-in test with Ultra image quality settings, with enabled tessellation, FXAA and global lighting;
- Crysis 3 (DirectX 11) – version 220.127.116.11, 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 1.00.716.5, 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.
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.