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Graphics cards for DirectX 11
We have once again chosen to renew our test track. So we focus now more clearly on DirectX 11 games, so this sort are now five titles represented - we also use, if possible. This change brings with it, however, that the "old" graphics card generation is unfortunately very little attention, as we would otherwise only a trail of compromises can use - and we did not for quality reasons. Apart from this, too, DirectX 9 titles are still one of the party. A new rating that takes into account the three current APIs (DirectX 9, 10 and 11) individually, is also been added and we'll see you in a separate section the speed of current graphics cards using the super-sampling anti-aliasing, which is now officially available from ATI and Nvidia catchment has to. But back to the actual test, the candidates look like this:
The following benchmarks were used during our tests:
Re: Graphics cards for DirectX 11
After careful consideration and analysis of multiple even sequences of recorded games we have come to the conclusion that the quality of texture filtering on the latest ATI and Nvidia graphics cards in the standard-setting are roughly comparable. For Nvidia, we therefore change any settings in the ATI driver and we leave the AI level to "Standard".
3DMark Vantage - After the veteran 3DMark06 a few years under his belt and is therefore not only the graphic now has a little dusty, but also the CPU limit is more noticeable with fast graphics cards, it was high time for a successor. The Finnish company Futuremark has accordingly after a long wait, the 3DMark Vantage on the market that has been programmed in advance for the Direct3D 10 API. Graphically, the two games tests offer accordingly much for the eye, which can share, especially the second test highlights. With FP16 HDR, Depth of Field, Parallax Occlusion Mapping, a physical simulation on the GPU, different shader effects and much more of the 3DMark Vantage 3D hardware brings problems to the benefit limit. We test the program (if permitted by the graphics cards) in the Performance, High and Extreme presets.
Battlefield: Bad Company 2 - Battlefield was invented more or less the multiplayer genre, and so a real "boom" is triggered, what the points collecting terms with human opponents on the Internet. And since it is little wonder that with Battlefield: Bad Company 2, a new game is released, which already enjoys great popularity again. Technically, the development studio DICE does with our own Frostbite Engine 1.5-an advanced way, as these are the new DirectX 11 API. Thus, the look is somewhat enhanced, as the shadows now look at other things beautiful. Tessellation is however not used. As a test sequence, we use the beginning of the third mission, set in a jungle-section and therefore water, many trees, but just has building.
Colin McRae: Dirt 2 - Although the racing game Colin McRae: Dirt 2 slightly from the actual intentions of the predecessor and deviates by no more "just" a rally game, the developers have about Codemasters with the latest shoot well done very good work. Above all the technical features in Dirt 2 graphics engine used to like to try with various effects to delight the eye of the player, which also manages Dirt 2. For the PC version of the optics was further revised, because the title is now something can be done with DirectX 11. The developers put on high definition ambient occlusion to improve the lighting. Furthermore, the Shader Model 5.0 is used and tessellation, so that the flags, the spectators and the water effects can be better implemented. Thus blossomed Colin McRae: Dirt 2 not only the most beautiful racing game, but perhaps the most beautiful game ever. We use to test the integrated benchmark with Malaysia as a route. DirectX 11 is Tessellation including activated for the tests.
Metro 2033 - Metro 2033 leads the player - how surprising - in the Russian Metro in 2033, since there is the only place where people can still survive. For as in the novel it has to give in the game of 4A-Games a nuclear war that wipes out the hitherto known life completely. Metro 2033 comes with a specially developed engine so that is probably the best technique currently on the market. Thus may the DirectX 11 API, including Tessellation not be missing. The same is true for high-resolution textures and shadow maps, parallax occlusion mapping, Screen Space Ambient Occlusion, Sub-Surface Scattering and much more. As a test sequence, we use a 60-second ride through the Metro, one of the most challenging places in the game. Tessellation, we have enabled this, while we have the "Depth of Field" switched off due to high hardware requirements, however.
Re: Graphics cards for DirectX 11
Since virtually all current models have a manufacturer-side fan control, we differ in the measurements of the 2D and 3D operation. For the load measurements is a savegame for Crysis Warhead used and noted after thirty minutes the volume. Both measurements are 15 cm distance from the video card conducted.
Similar to the measurements for the volume and the temperature measurements are made. Almost all current graphics cards have sensors that can be read by drivers or manufacturer tool. The core temperature is at rest on the Windows desktop and under load is read after thirty minutes, Crysis Warhead. We also measured using an infrared thermometer, the chip temperature at the back of the card.
For the measurements of power consumption is a standard monitor, who is also local power company can borrow at to use. Measures the total power consumption of the test system. Again, the division between idle and load operation. The latter is simulated by the use of Crysis Warhead at 1920x1200 resolution.
Meanwhile, more and more computers are used as a HTPC in living rooms, which must be from time to include a Blu-ray video endure. Since the graphics card is involved in the play, we now measure the power consumption while playing a H.264 (Star Trek) and VC-1 movie (The Dark Knight). In addition, as a growing number of those who want to connect more than one monitor to the 3D accelerator. And in the case usually increases power consumption since the GPUs can switch from different reasons, the case is no longer true in the idle mode. Accordingly, we look at the additional energy requirements during the operation to two displays.
Evaluation Test Track
Though the hardware remains the same in our graphics card test system, it has yet numerous modifications announced on test track. And although one might have assumed that the structure between ATI and Nvidia move with this change in one direction or another, our results show: the not the case. As examples, we want to make that finding on the two cards Radeon HD 5850 and GeForce GTX 470. Thus, the GeForce GTX 470 can win in 1920x1200 without antialiasing and anisotropic filtering, a lead of six percent, while the difference lies with the old course at a minimum seven percent higher. Now if the two quality-enhancing features now included, the gap increases to eleven percent in favor of the Nvidia card. With the old course, the GeForce card can drop by ten percent, however slightly worse, with these differences in practice are unlikely to be felt. With eight times the smoothing is the projection of the GeForce GTX 470 back at four per cent. The old test system addresses in the case of even better performance at nine percent. So it is a continuous ebb and flow between the old and the new test track, where there are only eight times in smoothing a small advantage over the old system for the Radeon HD 5850 With four-time anti-aliasing or even without the feature, the differences remain the same.
The view of the APIs, sorted by ranking reveals that the GeForce GTX 470, as suspected, under DirectX 9 not just slightly. For there is the GeForce GTX 470 just two percent ahead of the Radeon HD 5850th In the DirectX 10 API, it does not look better. Three percent can hardly speak of a head start. Different from the situation in the DirectX 11 games in which has the Nvidia card to their strengths. Mainly by the significantly higher tessellation performance, the GeForce GTX 470 can score points and settle there for good 13 percent of the Radeon HD 5850. In Super-sampling anti-aliasing, by contrast to the game. Batman Arkham Asylum (without PhysX) running on a GeForce GTX 470 with activated 4xSSAA clearly faster than the Radeon HD 5850th In Call of Duty 2, the GeForce GTX 470 still slightly ahead, while in Splinter Cell: Conviction absolute tie there. In Mass Effect 2, the Radeon HD 5850 then won a first victory. Thus, for readily say that a card is not anywhere better. Instead, each has its advantages and disadvantages. But what 3D accelerator, we now recommend. In general: Unless you want to play with your own computer, we can now only recommend a DirectX 11 solution. Only in the low-end segment are DirectX 10 cards in our opinion, still a worthwhile alternative. Of course fleet DirectX 10 cards like the GeForce GTX 260 or Radeon HD 4870 get in most games, yet high performance, the lack of DirectX 11 interface is more and more of a disadvantage. The fact that prices rise for the older generation more and more. As our recommendations fall short of the DirectX 11 cards, answer our conclusion.
In the price segment to 80 euro we currently recommend to a Radeon HD 5670 with 512 MB of memory. The card has only rarely have enough power for maximum detail, but offers enough computing power, if the level of detail is reduced. In addition, speak low power and low volume (with a corresponding partner model) for the small ATi card. If you want to play with more graphic quality, we recommend a product as less than 150 euro segment to grip. There stands out the Radeon HD 5770 with a large 1,024 MB storage for 140 € with their currently very good value for money. The card is fast enough for most modern titles, provides a sufficiently large memory, low volume and low power consumption. If, on anti-aliasing from time to time may be omitted to do with the Radeon HD 5770 nothing wrong - perhaps the most attractive in the current version of ATI's portfolio. The pricing structure of 150 to under 200 €, it does however present in Mau - both ATI and Nvidia. The Radeon HD 5830 is represented there though, but knows the card to persuade is limited. The performance without anti-aliasing is good, with this feature, but it drops significantly. Neither one thing nor and then, especially since the power consumption is too high for what is offered.
The Radeon HD 5850 has the great advantage of a very low power consumption, a reasonable (if not exactly small) volume and the ability to Eyefinity. The GeForce GTX 470 is, however, especially in DirectX 11 titles clearly faster and, with CUDA and PhysX in turn interesting features. In addition, the Nvidia model in all APIs, possible even under DirectX 11 Super-sampling anti-aliasing, so the picture quality can go a long way. As major drawbacks, however, the benefits of the ATI card is listed: power and volume. For those who want to spend up to 340 € and can, as the Radeon HD 5870 from ATI for discussion, which combines high performance with a reasonable volume. For a high-end players, the product is a worthwhile investment, there are also a number of partner card with a better cooling system. Also of interest seems to be the 2-GB versions, which are AMD but unfortunately could not provide. Whether the enormous extra cost is worthwhile, we can here and now, thus not able to testify.
Categorically advise against, we must in each case by the dual-GPU card Radeon HD 5970 for 550 euro. Theoretically, it is indeed by far the fastest graphics card, micro stuttering disturbing because of the CrossFire technology make this advantage in practice, but unfortunately nice. Not to mention power consumption and volume all.
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