HARDWARE

Asus Rog Matrix 7970 3 GB Graphics Card - The Choice Of Champions (Part 3)

8/22/2013 9:05:07 AM

Power consumption

We measure the power consumption of the test that is equipped with the different graphics cards by using Zalman ZM-MFC3 multi-functional distribution table, can report how much energy loss for the computer (without monitor). There are two test modes: 2D (edit documents in Microsoft Word or surf web) and 3D mode (three times running Metro 2033: The standard of The Last Refuge is 2,560x1,440 when setting the high quality image installation mode unused capacity reduced aliasing distortion of the image).

We will compare the power consumption of ASUS ROG MATRIX 7970 with HIS 7970 IceQ X ² GHz Edition, ASUS GeForce GTX 680 DirectCU II TOP and NVIDIA GeForce GTX TITAN:

Power consumption result

Power consumption result

ASUS ROG MATRIX 7970 system needs a little more energy than HIS Radeon HD 7970 GHz Edition system. The difference is only 20 watts at peak load. GeForce GTX 680 overclocking from ASUS needs less than 10 watts compared to the so HIS baseline configuration whereas the Nvidia GeForce GTX Titan turns out to be economical and consumes only 23 watts more than ASUS ROG Matrix 7970 configuration. By this way, although the recommend of ASUS, a computer with ASUS ROG Matrix 7970 can be supported by the 550-600 watts PSU even if it has a good overclocked CPU.

Testing configuration and methodology

All participating graphics card are tested in a system with the following configuration:

·         Mainboard: Intel Siler DX79SI (Intel X79 Express, LGA 2011, BIOS 0559 from 03/05/2013);

·         CPU : Intel Core i7-3960X Extreme Edition, 3.3 GHz, 1.2 V, 6×256 KB L2, 15 MB L3

·         CPU cooling fan : Phanteks PH-TC 14PE (2×135 mm fans at 900 RPM);

·         Heat-sink surface: ARCTIC MX-4;

·         Graphics Card:

o   ASUS GeForce GTX 680 DirectCU II TOP 2 GB (GTX680-DC2T-2GD5);

o   HIS 7970 IceQ X² GHz Edition;

o   NVIDIA GeForce GTX TITAN 6 GB;

·         System memory: DDR3 4×4GB Mushkin Redline (Spec: 2133 MHz / 9-11-10-28 / 1.65 V);

·         System hard drive: Crucial m4 256 GB SSD (SATA-III, CT256M4SSD2, BIOS v0009)

·         Drive for the 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-BlackSilenPRO PL-1 fans at 1020 RPM; top panel: standard 200 mm fan at 400 RPM);

·         Control and monitoring panel: Zalman ZM-MFC3;

·         Power: Corsair AX1200i 1200 W (with a default 120 mm fan);

·         Monitor: 27” Samsung S27A850D (DVI-I, 2560×1440, 60Hz).

Let me remind you what the today’s opponents of Asus ROG MATRIX 7970 look like:

The participating testing products

The participating testing products

To reduce the dependence of the graphics card performance on the overall speed base, we overclock our 32 nm six-core CPU with the multiplier set at 48x, BCLK frequency is set at 100 MHz and "Load-Line Calibration" enable to 4.8 GHz. The processor Vcore increases to 1.38 V in the motherboard BIOS:

CPU overclocking

CPU overclocking

Hyper-Threading technology is enabled. 16 GB of DDR3 system memory works at 2,133 GHz frequency with 9-11-10-28 timings and 1.65V voltage.

The testing session began on May 16, 2013. All tests were performed on the operating system Windows 7 Ultimate x64 SP1 with the update parameters and driver is as of the date as the following:

·         Intel Chipset Drivers 9.4.0.1017 WHQL from 03/27/2013 for the motherboard chipset;

·         DirectX End-User Runtimes libraries from November 30, 2010;

·         AMD Catalyst 13.4 driver from 04/24/2013 + Catalyst Application Profiles 13.4 (CAP1) for AMD based the graphics card;

·         Nvidia GeForce 320.14 driver from 05/13/2013 Nvidia based graphics card.

We conduct the test with two following resolution: 1,920x1,080 and 2,560x1,140. The test conducts with two different image modes: “Quality+AF16x”, the default image quality with driver allows the filter cut-aliasing is 16x and “Quality+AF16x+MSAA 4x (8)”, allows the filter cut-aliasing is 16x and the full screen is 4x and 8x if the average frame rate is enough to experience the game comfortable. We also allow the anisotropic filtering process and the filter cut-aliasing of the image while installing the game. If this equivalent requirement is not full, we change them in Control Panels, the Catalyst driver and GeForce. Here, we also disable Vsync. There are not any other changes in the installed driver.

Since we evaluated several basic graphics card products of GeForce GTX 660, a list of their games and applications has been shortened. We just run the standard grading system and games currently consume the most energy and also include a game called Metro: Last Light. And the grading system result includes two common system standards and ten newest games in several types:

·         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; 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;

·         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;

·         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 v1.0.0.3 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;

·         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 1.1.732.1, 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.

If the game allows recording the minimum fps index, they will also be shown on the chart. We conduct a trial game or score system twice but only when the difference between two does not exceed 1%. If it exceeds 1% we will conduct to test at least once more to get the repeatable result.

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