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GeForce GTS 250 Roundup (ASUS, Gigabyte, Sparkle, EVGA)

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3DMark Vantage

3DMark Vantage


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Call of Duty: World at War

Call of Duty: World at War


To benchmark this game, we played through 10 minutes of the third mission (Hard Landing) starting from when the player first enters the swamp, through the first bunker until the final push onto the airfield. This was benchmarked using FRAPS.

1680 x 1050

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1920 x 1200

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2560 x 1600

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Crysis: Warhead (DX9)

Crysis: Warhead (DX9)


To benchmark Warhead, we recorded a 5 minute timedemo on the Ice level which included ranged and hand to hand combat. The sequence was then played back using the Crysis Benchmarking Tool from HOC

1680 x 1050

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1920 x 1200

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2560 x 1600

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Crysis: Warhead (DX10)

Crysis: Warhead (DX10)


To benchmark Warhead, we recorded a 5 minute timedemo on the Ice level which included ranged and hand to hand combat. The sequence was then played back using the Crysis Benchmarking Tool from HOC

1680 x 1050

GTS250-106.JPG


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1920 x 1200

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2560 x 1600

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Fallout 3

Fallout 3


For these Fallout 3 benchmarks we decided to use one of the more graphically intensive portions of the game: a gameplay session which starts at the exit from Vault 101, through Springvale, over a small hill towards Washington and then back towards Megaton. Within this session two ants were fought near Springvale. All in all, the gameplay time is about 6 minutes.

1680 x 1050

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1920 x 1200

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2560 x 1600

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Far Cry 2 (DX9)

Far Cry 2 (DX9)


Even though Far Cry 2 has its own built-in benchmarking tool with some flythroughs and “action scenes”, we decided to record our own timedemo consisting of about 7 minutes of game time. It involves everything from run-and-gun fights to fire effects. The built-in benchmarking too was then set up to replay the timedemo and record framerates

1680 x 1050

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1920 x 1200

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2560 x 1600

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Far Cry 2 (DX10)

Far Cry 2 (DX10)


Even though Far Cry 2 has its own built-in benchmarking tool with some flythroughs and “action scenes”, we decided to record our own timedemo consisting of about 7 minutes of game time. It involves everything from run-and-gun fights to fire effects. The built-in benchmarking too was then set up to replay the timedemo and record framerates

1680 x 1050

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1920 x 1200

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2560 x 1600

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Grand Theft Auto IV

Grand Theft Auto IV


Due to the limitations the game puts on the graphics presets and how they can be adjusted, we decided to tweak our install. To do this we added a .txt file within the main game install folder with the command parameters –norestrictions and –nomemrestrict. In addition to this, we added a command line to effectively fool the game into thinking 512MB cards were in fact able to access 1GB of memory. Unfortunately, this means a 512MB card will in fact be accessing slower system memory to make up for the discrepancy but that is a necessary evil to get comparable results. Finally, view distance was limited to 65%.

In this test we used a typical didn’t use the built-in benchmark but rather used a 10 minute gameplay sequence of which approximately 6 minutes were spent on foot while the remainder was spent driving. All results were recorded with FRAPS.


1680 x 1050

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1920 x 1200

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2560 x 1600

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Left 4 Dead

Left 4 Dead


For benching Left 4 Dead, we used a pre-recorded timedemo taken on the No Mercy campaign during The Rooftop Finale mission. Framerates were captured with FRAPS.

1680 x 1050

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1920 x 1200

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2560 x 1600

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Tom Clancy’s Hawx (DX9)

Tom Clancy’s Hawx (DX9)


Even though HawX has a built-in benchmarking tool, we found that it did not provide accurate enough results needed to reflect what actual in-game performance would be. Thus, we played through the first 6 minutes of a mission and recorded the results with FRAPS.

1680 x 1050

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1920 x 1200

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2560 x 1600

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