This overhead detracts marginally – insubstantially – from the FPS output in games with great consistency. Hyperthreading has long been understood to apply overhead to processing in gaming tasks. A Reminder: Hyperthreading & Core Inequality In cases of low confidence, CPUs were left to burn-in for one hour (or until failure) to determine whether the CPU could stably play the game for extended periods of time. Clocks were not locked native Turbo or other boosting technologies were left enabled to resemble a real-world scenario. All drivers were updated to their latest versions.Īdditional hyperthreading tests are defined below.Īll CPU power saving features were disabled for performance reliability. A clean image was ghosted to the SSD for each CPU, ensuring avoidance of host-platform instability resultant of major component changes. Components can't be as heavily controlled in CPU testing as in GPU testing due to the nature of the test. Memory was left clocked to 1866MHz (downclocked from native) to ensure greatest compatibility across all motherboards in the platform. “High” indicates that all “graphics” tab settings were configured to high across the board. Tests conducted with Very High / Ultra settings were maxed-out on all “graphics” tab options, sans AA advanced graphics tab options were off for these tests. Anti-aliasing was disabled in all forms, sans FXAA, which we've proven to have effectively zero impact on performance. “Advanced Graphics” settings were applied to the “MAX” settings benchmark below. Water quality, for instance, will more severely impact FPS if swimming in the ocean rather than just flying over it or near it. Note that more “situational” settings may not be reflected perfectly in our bench. This valley showcases nearly every setting in action – grass, water, view distance and scaling, reflections, shadows, and real-time night/day cycling for dynamic lighting effects. The 270X was used for illustration of a more likely user scenario.Īll tests were conducted using the benchmarking utility – we opted to record only the portion where the fighter jet travels through the valley. The Titan X was used to enforce a CPU bottleneck in as many scenarios as possible. Tests were conducted on an identical configuration with either a Titan X or R9 270X, swapping only the motherboard and CPU for each test. Instead, we take an average of the lowest 1% of results (1% low) to show real-world, noticeable dips we then take an average of the lowest 0.1% of results for severe spikes. We do not measure maximum or minimum FPS results as we consider these numbers to be pure outliers. GN Test Bench 2015ĪSRock Fatal1ty 990FXSRock Fatal1ty 990FXĪverage FPS, 1% low, and 0.1% low times are measured. FPS measurements were taken using FRAPS and then analyzed with FRAFS.įPS logs were analyzed using FRAFS, then added to an internal spreadsheet for further analysis.Įach game was tested for 30 seconds in an identical scenario on the cards, then repeated for parity. Parity checking was performed with GPU-Z. VRAM utilization was measured using in-game tools and then validated with MSI's Afterburner, a custom version of the Riva Tuner software. Overclocking was neither applied nor tested, though stock GPU overclocks (“superclocks”) were left untouched. Game settings were manually controlled for the DUT. AMD's 15.4 Catalyst Beta was used for its GTA improvements. The latest 350.12 GeForce driver was used during testing. Our thanks to supporting hardware vendors for supplying some of the test components. We tested using our updated 2015 test bench, detailed in the table below. The Complete Graphics Optimization Guide.
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