EVGA e-GeForce 7800 GTX 512MB |
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Test Setup:
Test System
AMD Athlon 64 3200+ "Winchester" Socket 939 @ 2.5 GHz (10x250MHz)
EVGA NForce4 SLI NF41 Socket 939 Motherboard
Geil 2x512 MB
PC4400 Dual-Channel DDR RAM @ 250MHz CL3, 8-4-4
Western Digital 120GB SE 7200 RPM
UDMA 100
Windows XP Professional SP2
Video Cards
EVGA e-GeForce 7800 GTX N545 512MB GDDR3 PCI-E (550MHz/1700MHz)
EVGA e-GeForce 7800 GTX N528 256MB GDDR3 PCI-E (450MHz/1200MHz)
EVGA e-GeForce 7800 GT N518 256MB GDDR3 PCI-E (445MHz/1070MHz)
Drivers
DirectX 9.0c
Nvidia ForceWare 81.87 for Nvidia GeForce video cards
Nvidia NForce4 AMD Driver version 6.70 for NForce motherboard
Benchmarks
FutureMark 3DMark03
FutureMark 3DMark05
AquaMark3
Doom 3 Timedemo Demo1
Battlefield 2 Custom Daqing Oilfield Flyby
Half Life 2: Lost Coast custom timedemo
3DMark03, 3DMark05, and AquaMark3 were run at default benchmark settings. In Doom 3 and Battlefield 2, the video cards were first benchmarked at a standard 1280x1024x32-bit using the highest graphics quality settings in game. Where noted, the second of scores shows the performance with 4x Anti-Aliasing, Anisotropic Filtering 16x, or both enabled.
In Lost Coast, our custom timedemo was run with maximum settings including 4xAA and AF16, but with HDR on or off:
HDR enabled in Lost Coast demo
HDR disabled in Lost Coast demo
Overclocking and Unlocking:
To our dismay, Nvidia really has maxed out their core and memory this time, leaving little headroom for fun. Using the below Nvidia software utility, we were only able to overclock the video card to 581 MHz core / 1.75 GHz memory (Default 550/1700). Furthermore, we also experienced a software issue between the Nvidia and Rivatuner overclocking utilities and 3DMark because any change in clock speeds would cause the desktop to become distorted and garbled upon starting 3DMark. Due to these marginal overclocks and difficulties, we omitted overclocked benchmark results as they would not have shown any significant performance gain in the first place.
According to Rivatuner, all existing pipelines and vertex shaders were enabled:
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