Testbed Configuration and Testing Methodology
All participating graphic cards were tested in a system with the following configuration:
- Mainboard: Intel Siler DX79SI (Intel X79 Express, LGA 2011, BIOS 0494 from 04/24/2012);
- 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;
- System memory: DDR3 4 x 4GB Mushkin Redline (Spec: 2133 MHz / 9-11-10-28 / 1.65 V);
- Graphics cards:
- o Zotac GeForce GTX 680 AMP! Edition 2 GB, 256 bit, GDDR5, 1110/6608 MHz;
- o Nvidia GeForce GTX 680 2 GB, 256 bit, GDDR5, 1006/6008 MHz;
- o Zotac GeForce GTX 670 AMP! Edition 2 GB, 256 bit, GDDR5, 1098/6608 MHz;
- o Nvidia GeForce GTX 670 2 GB, 256 bit, GDDR5, 915/6008 MHz;
- Sapphire Radeon HD 7970 OC 3 GB, 384 bit, GDDR5, 1050/6000 MHz;
- 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: Xigmatek “No Rules Power” NRP-HC1501 1500 W (with a default 140 mm fan);
- Monitor: 27” Samsung S27A850D.
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 1.46 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 June 26, 2012. 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 188.8.131.520 WHQL from 01/26/2011 for the mainboard chipset;
- DirectX End-User Runtimes libraries from November 30, 2010;
- AMD Catalyst 12.7 beta driver from 06/25/2012 + Catalyst Application Profiles 12.6 (CAP1) for AMD based graphics cards;
- Nvidia GeForce 304.48 beta driver for Nvidia based graphics cards.
The graphics cards were tested 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 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.
Since we have already tested GeForce GTX 680 based graphics cards multiple times before, we decided to run less tests this time. Our list of games and applications used in this test session will include three semi-synthetic benchmarking suites and six most resource-demanding popular games:
- 3DMark Vantage (DirectX 10) – version 184.108.40.206, Performance and Extreme profiles (only basic tests);
- 3DMark 2011 (DirectX 11) – version 220.127.116.11, 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;
- 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 (DirectX 11) – version 2.0, built in benchmark (Sekigahara battle) at maximum graphics quality settings;
- Crysis 2 (DirectX 11) – version 1.9, we used Adrenaline Crysis 2 Benchmark Tool v.18.104.22.168. 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;
- DiRT Showdown (DirectX 11) – version 1.0, built-in benchmark at maximum graphics quality settings (“Ultra” preset) on the “Nevada” track.
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.