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EVGA GeForce GTX 680 SC+ Review

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Shogun 2: Total War (DX11)

Shogun 2: Total War (DX11)


Due to its very nature, Shogun 2 is a tough game to benchamark since the in-game tool doesn’t accurately convey an in-game experience. So we took a pre-recorded battle which pits three large armies against one another and includes camera zooms, fog, gun smoke and other items. Using a pre-recorded sequence also effectively removes the CPU from the equation since it doesn’t have to process AI.

1920 x 1200

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2560 x 1600

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The Elder Scrolls: Skyrim (DX9)

The Elder Scrolls: Skyrim (DX9)


Being one of the most popular and best looking RPG games released in the last few years, Skyrim needed to be included in our reviews, regardless of the fact that it uses an older DX9 rendering engine. For our test sequence we used a typical runthrough interspersed with some combat. A modded .ini file along with the official high resolution texture pack was used in order to ensure image quality was up to expectations.

1920 x 1200

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2560 x 1600

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Wargame: European Escalation (DX11)

Wargame: European Escalation (DX11)


This may not be the most popular game on the market but through its DX11 rendering path it can display some amazing visuals. For our benchmark we used a combination of wide angle zooming, close quarters combat and camera pans in order to simulate as many in-game scenarios as possible.


1920 x 1200

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2560 x 1600

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The Witcher 2 (DX9)

The Witcher 2 (DX9)


The Witcher 2 may be a DX9 based game but its graphics quality is beyond reproach. In this benchmark we take an area out of The Kayran mission and include one of the toughest effects the graphics engine has in store for the GPU: rain. Throughout this sequence, rain plays a large part but explosions, combat and even some sun shafts are included as well.

1920 x 1200

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2560 x 1600

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Taking Image Quality to the Next Level

Taking Image Quality to the Next Level


In this section we take a number of games we have tested previously in this review and bring things to the next level by pushing the in-game settings to the highest possible level. All other methodologies remain the same.


Batman: Arkham City

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Crysis 2

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Dirt 3

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Metro 2033

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Taking Image Quality to the Next Level (pg.2)

Taking Image Quality to the Next Level (pg.2)


In this section we take a number of games we have tested previously in this review and bring things to the next level by pushing the in-game settings to the highest possible level. All other methodologies remain the same.

Shogun 2: Total War

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The Elder Scrolls: Skyrim

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Wargame: European Escalation

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The Witcher 2

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Surround / Eyefinity Multi Monitor Performance

Surround / Eyefinity Multi Monitor Performance


Both NVIDIA and AMD now have single GPU multi monitor output options for some truly immersive gaming. However, spanning a game across three or more monitors demands a serious amount of resources which makes this a perfect test for ultra high-end solutions.

While all solutions have the ability to implement bezel correction, we leave this feature disabled in order to ensure compatibility. The benchmarks run remain the same as in normal testing scenarios.



Batman: Arkham City

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Battlefield 3

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Crysis 2

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Dirt 3

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Surround / Eyefinity Multi Monitor Performance (pg.2)

Surround / Eyefinity Multi Monitor Performance (pg.2)


Both NVIDIA and AMD now have single GPU multi monitor output options for some truly immersive gaming. However, spanning a game across three or more monitors demands a serious amount of resources which makes this a perfect test for ultra high-end solutions.

While all solutions have the ability to implement bezel correction, we leave this feature disabled in order to ensure compatibility. The benchmarks run remain the same as in normal testing scenarios.



Metro 2033

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Shogun 2: Total War

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The Elder Scrolls: Skyrim

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Wargame: European Escalation

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The Witcher 2

GTX-680-SC-86.jpg
 
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Temperatures & Acoustics / Power Consumption

Temperature Analysis


For all temperature testing, the cards were placed on an open test bench with a single 120mm 1200RPM fan placed ~8” away from the heatsink. The ambient temperature was kept at a constant 22°C (+/- 0.5°C). If the ambient temperatures rose above 23°C at any time throughout the test, all benchmarking was stopped. For this test we use the 3DMark Batch Size test at its highest triangle count with 4xAA and 16xAF enabled and looped it for one hour to determine the peak load temperature as measured by GPU-Z.

For Idle tests, we let the system idle at the Windows 7 desktop for 15 minutes and recorded the peak temperature.


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Regardless of this card’s higher clock speeds, it looks like EVGA’s cooling system keeps temperatures well in check. Unfortunately we can’t tell whether this is due to the backplate influencing results or some other factor like a cooler running core but one way or another, a lack of temperature spikes is a good sign for the SC+.


Acoustical Testing


What you see below are the baseline idle dB(A) results attained for a relatively quiet open-case system (specs are in the Methodology section) sans GPU along with the attained results for each individual card in idle and load scenarios. The meter we use has been calibrated and is placed at seated ear-level exactly 12” away from the GPU’s fan. For the load scenarios, a loop of Unigine Heave 2.5 is used in order to generate a constant load on the GPU(s) over the course of 20 minutes.

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As we can see, maintaining temperatures at its higher clocks doesn’t involve this card increasing its fan speeds. The SC+ actually maintains the exact same acoustical profile as the reference version which means it likely won’t be heard over the other fans in your case.


System Power Consumption


For this test we hooked up our power supply to a UPM power meter that will log the power consumption of the whole system twice every second. In order to stress the GPU as much as possible we once again use the Batch Render test in 3DMark06 and let it run for 30 minutes to determine the peak power consumption while letting the card sit at a stable Windows desktop for 30 minutes to determine the peak idle power consumption. We have also included several other tests as well.

Please note that after extensive testing, we have found that simply plugging in a power meter to a wall outlet or UPS will NOT give you accurate power consumption numbers due to slight changes in the input voltage. Thus we use a Tripp-Lite 1800W line conditioner between the 120V outlet and the power meter.

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Power consumption is around where we would have expected considering the EVGA GTX 680 SC is overclocked. Another thing to take into account is that due to GPU Boost’s ability to fluctuate clock speeds from one situation to another in order to hit a preset TDB, this result shouldn’t vary all that much from one application to another.
 
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New Overclocking Modes Explained

New Overclocking Modes Explained


As we mentioned several dozen pages ago, the introduction of GPU Boost has led to some new challenges when trying to push clock speeds. Instead of dealing with the typical core, memory and shader clocks seen on current NVIDIA cards, the Shader domain clock has been eliminated since it runs at a 1:1 ratio with the rest of the processing engine.

There are also several other new options which allow users to increase performance like control over GPU Boost and the ability to modify power consumption for some additional overhead. The old fashioned way of overclocking has been thrown into the wind so properly harnessing every tool at your disposal will help maximize clocks and ultimately lead to optimal performance. For this section, we will be using EVGA’s new Precision X tool but expect to see many of these same options make their way into MSI’s AfterBurner, Gigabyte’s SOC Tuner and ASUS’ GPU Tweak utility in some form or another.

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While Precision’s default interface changed to a drastic degree, its basic high level functionality has remained the same. It still allows you to overclock, monitor and generally tweak the hell out of your graphics card. We won’t drill down into every part of Precision X but there are three items you’ll want to familiarize yourself with: Power Target, GPU Clock Offset and Mem Clock Offset. It is these sliders that allow clock speeds to be modified

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To begin with, there’s one major caveat when overclocking a GTX 680: the Base Clock can never be increased. Instead, you will be using the offsets to achieve higher GPU Boost frequencies while modifying the minimum level at which GPU Boost will kick in.

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At the reference speeds, Kepler will always strive to reach a certain power target by pushing clock speeds upwards via GPU Boost when the core isn’t fully utilized, providing the preset operating range is adhered to. In order to begin overclocking it is always a good idea to set a higher Power Target so your clock speeds aren’t artificially constrained by the default TDP limits. Just by moving this setting upwards without modifying anything else, increased performance can be realized since GPU Boost will be automatically given some extra headroom in some cases (but not all). Conversely, lowering the Power Target is an option for those of you who don’t need to run at ultra high framerates and want to conserve electricity and lower heat output.

Playing around with the GPU and Memory Offsets is where the real fun begins. Remember that the default GPU Boost clock is 1058MHz and the vast majority of applications will likely cause the GPU to run at that speed. Bumping up the Offset literally heightens GPU Boost’s range by the amount you set. For example, if you set an Offset of 125MHz, situations that saw the core running at 1058MHz will now cause it to Boost up to 1183MHz while games that allowed for 1150MHz would now strive for 1275MHz. The Memory Offsets behave in the same way except they aren’t quite a constrained as the core is.

Of course, all of these numbers are dependent upon the card operating within its TDP limits. This is also why setting a Power Target is so important since without changing it, there would be much less headroom to play with. In addition, keeping the card cool will also ensure that it can run at higher GPU Boost clock speeds without slamming head first into a power and thermal barrier.

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The last item we wanted to look at was EVGA’s inclusion of a Framerate Target setting. With this enabled, the graphics card will try to attain a pre determined FPS without you having to enable VSync. Ultra high framerate situations increase power consumption and usually aren’t beneficial to the end user so EVGA now allows for an artificial cap to be placed upon the card. This really is a novel idea which could (in the long run at least) decrease rendering inefficiencies in a way that’s invisible to the end user.
 
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