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MSI GTX 980 Ti Gaming 6G Review

SKYMTL

HardwareCanuck Review Editor
Staff member
Joined
Feb 26, 2007
Messages
12,840
Location
Montreal
MSI has been a bit of a stranger to us for a few months but their latest releases have been making some real waves within the graphics card market. Their cooling solutions are top-notch, performance is always in the upper tiers and their products are built to last in today’s most demanding environments. No better example of this newfound poise can be found than MSI’s GTX 980 Ti Gaming 6G.

MSI’s focus for the GTX 980 Ti Gaming 6G is pretty straightforward. They want to offer gamers better-than-stock performance in a card that doesn’t command a massive premium and boasts much broader availability than a specialist card like Zotac’s AMP! Extreme or EVGA’s Classified. Indeed, with a price of $680USD (but significantly more in Canada) it is a good $20 less expensive than the flagship competitors from EVGA and Zotac.

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While it may have the same $679 price as EVGA’s GTX 980 Ti Superclocked+ series, the Gaming 6G actually provides significantly better clock speeds. With a Base and Boost Clock of 1178MHz and 1279MHz respectively, it is closer to the insane Zotac AMP! Extreme than EVGA’s competitor. Even memory speeds have undergone a slight increase to 7100MHz which surely isn’t much but it’s still more than many other NVIDIA board partners offer.

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One thing to take into account is the frequencies listed above are for MSI’s so-called OC Mode which is what the Gaming 6G runs at when it’s installed with accompanying software. Meanwhile Gaming Mode with a 1140MHz Base Clock is the default frequency. When the MSI Gaming App is installed, two software-based options are available: the aforementioned OC Mode and Silent Mode (reference GTX 980 Ti clocks). The idea here is to offer users a combination of performance options that cover literally every situation and can be set based upon how much horsepower your game de jour requires. The app also controls the card’s built-in LED color. For the purposes of this review, all benchmarks will be conducted in OC Mode.

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With a two-tone black and red heatsink shroud design the GTX 980 Ti Gaming 6G is one good looking card but that’s par for the course from MSI these days. More importantly, despite boasting temperature reduction figures in the 15% range versus NVIDIA’s reference cooler, the Twin Frozr V heatsink retains a two-slot height and allowed MSI to keep length at a very reasonable 11”. It is ever so slightly wider though. Compare and contrast that to Zotac’s brute force approach and it becomes evident that there’s a ton of engineering built into this cooler design.

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The Twin Frozr V cooler is the attest iteration in MSI’s highly respected Twin Frozr lineup and it packs a number of distinct features which allow for extremely low temperatures without the need for a higher or longer heatsink design. The most apparent visual feature is the two massive 100mm TORX fans which are designed with a specialized indented dispersion fan blade that’s meant to maximize airflow and static pressure. Those two key elements boost heatsink efficiency by moving fresh air through the internal cooling fins in the most effective way possible. Meanwhile, the fans have the ability to completely power down in idle and low load situations.

Below that two-tone shroud is an extensive heatsink that has a quartet of 8mm heatpipes that have been specially designed to reduce end-to-end lengths and thus increase the heat transfer capabilities.

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Around the card’s underside is a full-coverage backplate which unfortunately doesn’t make direct contact with the PCB but from an aesthetic standpoint, it sure looks good. Luckily, there are perforations to facilitate air movement in key zones.

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Power input is handled by a pair of 8-pin connectors, giving the Gaming 6G a 375W current capacity. This won’t be utilized with air cooling and simple software overclocking parameters but extreme overclockers should be able to take advantage of the additional overhead.

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The video output selection is pretty straightforward with a single DVI, three DisplayPorts and a single HDMI 1.4 output.
 
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SKYMTL

HardwareCanuck Review Editor
Staff member
Joined
Feb 26, 2007
Messages
12,840
Location
Montreal
Performance Consistency & Temperatures Over Time

Performance Consistency & Temperatures Over Time


One of the major questions that comes to mind regarding MSI’s GTX 980 Ti Gaming 6G is how it can achieve clock speeds that approach Zotac’s AMP! Extreme without resorting to a massive, 2+ slot heatsink. On the flip side of that equation, the Twin Frozr’s fifth iteration has new technology that’s specifically designed to cool off today’s hot-running cores like the GM200 and AMD’s Fiji

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Temperatures are one of the most important metrics for these high clocked NVIDIA cards since lower heat allows GeForce Boost to increase the GPU’s frequency accordingly. It is a truly dynamic process and it looks like MSI’s Twin Frozr allows for some impressively low temperatures with the core reaching 69°C at the most. This is just north of what Zotac’s mammoth card achieves but notably lower than EVGA’s GTX 980 Ti Superclocked+ ACX 2.0.

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With such low temperatures it was a foregone conclusion that this card would boost far past its stated Boost Clock of 1279MHz. At a consistent speed of 1354MHz, the Gaming 6G is easily able to hold off EVGA’s identically-priced competitor while also coming within spitting distance of Zotac’s card. For those keeping track at home, that’s also just over 150MHz faster than our reference card.

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While performance differentials will vary by game, Hitman shows some reasonably impressive results for MSI’s card. It’s –on average- a few percentage points higher than the Superclocked+ and slightly slower than Zotac’s class-leader. Indeed, it “feels” like a perfect bridge between the two products.
 

SKYMTL

HardwareCanuck Review Editor
Staff member
Joined
Feb 26, 2007
Messages
12,840
Location
Montreal
Thermal Imaging / Acoustics / Power Consumption

Thermal Imaging


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Our thermal images don’t show any areas of significant heat buildup but it’s impossible to see under the heatsink or backplate. With that being said, the areas we can see remain cool even with the card installed in an open test bench which doesn’t boast any significant amount of lateral airflow.


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, Hitman Absolution is used in order to generate a constant load on the GPU(s) over the course of 15 minutes.

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Quiet is the name of the game here but that’s to be expected considering MSI is using large 100mm fans to cool their heatsink. In addition, those fans completely turn off when at idle or lower heat loads. With that being said, on a purely numbers level, the Gaming is ever so slightly louder than EVGA’s card but it’s impossible to tell the difference.

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Fan speeds are a large reason why the Gaming 6G is superior to Zotac’s offering here. Whereas MSI can offer a fairly linear ramp in speeds, the fairly chaotic readout from Zotac stands out in sharp contrast. The Twin Frozr V is able to handle things extremely well without any drama whatsoever.


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 used 15 minutes of Unigine Valley running on a loop while letting the card sit at a stable Windows desktop for 15 minutes to determine the peak idle power consumption.

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Power consumption is about what we have come to expect from an overclocked and custom cooled GTX 980 Ti. You’ll need a good 600W power supply to feed it with juice while still retaining room for overclocking.
 
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SKYMTL

HardwareCanuck Review Editor
Staff member
Joined
Feb 26, 2007
Messages
12,840
Location
Montreal
Test System & Setup

Test System & Setup



Processor: Intel i7 4930K @ 4.7GHz
Memory: G.Skill Trident 16GB @ 2133MHz 10-10-12-29-1T
Motherboard: ASUS P9X79-E WS
Cooling: NH-U14S
SSD: 2x Kingston HyperX 3K 480GB
Power Supply: Corsair AX1200
Monitor: Dell U2713HM (1440P) / ASUS PQ321Q (4K)
OS: Windows 8.1 Professional


Drivers:
AMD 15.15.700
NVIDIA 352.90


*Notes:

- All games tested have been patched to their latest version

- The OS has had all the latest hotfixes and updates installed

- All scores you see are the averages after 2 benchmark runs

All IQ settings were adjusted in-game and all GPU control panels were set to use application settings


The Methodology of Frame Testing, Distilled


How do you benchmark an onscreen experience? That question has plagued graphics card evaluations for years. While framerates give an accurate measurement of raw performance , there’s a lot more going on behind the scenes which a basic frames per second measurement by FRAPS or a similar application just can’t show. A good example of this is how “stuttering” can occur but may not be picked up by typical min/max/average benchmarking.

Before we go on, a basic explanation of FRAPS’ frames per second benchmarking method is important. FRAPS determines FPS rates by simply logging and averaging out how many frames are rendered within a single second. The average framerate measurement is taken by dividing the total number of rendered frames by the length of the benchmark being run. For example, if a 60 second sequence is used and the GPU renders 4,000 frames over the course of that time, the average result will be 66.67FPS. The minimum and maximum values meanwhile are simply two data points representing single second intervals which took the longest and shortest amount of time to render. Combining these values together gives an accurate, albeit very narrow snapshot of graphics subsystem performance and it isn’t quite representative of what you’ll actually see on the screen.

FCAT on the other hand has the capability to log onscreen average framerates for each second of a benchmark sequence, resulting in the “FPS over time” graphs. It does this by simply logging the reported framerate result once per second. However, in real world applications, a single second is actually a long period of time, meaning the human eye can pick up on onscreen deviations much quicker than this method can actually report them. So what can actually happens within each second of time? A whole lot since each second of gameplay time can consist of dozens or even hundreds (if your graphics card is fast enough) of frames. This brings us to frame time testing and where the Frame Time Analysis Tool gets factored into this equation.

Frame times simply represent the length of time (in milliseconds) it takes the graphics card to render and display each individual frame. Measuring the interval between frames allows for a detailed millisecond by millisecond evaluation of frame times rather than averaging things out over a full second. The larger the amount of time, the longer each frame takes to render. This detailed reporting just isn’t possible with standard benchmark methods.

We are now using FCAT for ALL benchmark results, other than 4K.
 

SKYMTL

HardwareCanuck Review Editor
Staff member
Joined
Feb 26, 2007
Messages
12,840
Location
Montreal
1440P: AC:Unity / Battlefield 4

Assassin’s Creed: Unity


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While it may not be the newest game around and it had its fair share of embarrassing hiccups at launch, Assassin's Creed: Unity is still one heck of a good looking DX11 title. In this benchmark we run through a typical gameplay sequence outside in Paris.

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Battlefield 4


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In this sequence, we use the Singapore level which combines three of the game’s major elements: a decayed urban environment, a water-inundated city and finally a forested area. We chose not to include multiplayer results simply due to their randomness injecting results that make apples to apples comparisons impossible.

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SKYMTL

HardwareCanuck Review Editor
Staff member
Joined
Feb 26, 2007
Messages
12,840
Location
Montreal
1440P: Dragon Age: Inquisition / Dying Light

Dragon Age: Inquisition


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Dragon Age: Inquisition is one of the most popular games around due to its engaging gameplay and open-world style. In our benchmark sequence we run through two typical areas: a busy town and through an outdoor environment.

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Dying Light


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Dying Light is a relatively late addition to our benchmarking process but with good reason: it required multiple patches to optimize performance. While one of the patches handicapped viewing distance, this is still one of the most demanding games available.

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SKYMTL

HardwareCanuck Review Editor
Staff member
Joined
Feb 26, 2007
Messages
12,840
Location
Montreal
1440P: Far Cry 4 / Grand Theft Auto V

Far Cry 4


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The latest game in Ubisoft’s Far Cry series takes up where the others left off by boasting some of the most impressive visuals we’ve seen. In order to emulate typical gameplay we run through the game’s main village, head out through an open area and then transition to the lower areas via a zipline.

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Grand Theft Auto V


In GTA V we take a simple approach to benchmarking: the in-game benchmark tool is used. However, due to the randomness within the game itself, only the last sequence is actually used since it best represents gameplay mechanics.

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SKYMTL

HardwareCanuck Review Editor
Staff member
Joined
Feb 26, 2007
Messages
12,840
Location
Montreal
1440P: Hitman Absolution / Middle Earth: Shadow of Mordor

Hitman Absolution


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Our benchmark sequence is taken from the beginning of the Terminus level which is one of the most graphically-intensive areas of the entire game. It features an environment virtually bathed in rain and puddles making for numerous reflections and complicated lighting effects.

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Middle Earth: Shadow of Mordor


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With its high resolution textures and several other visual tweaks, Shadow of Mordor’s open world is also one of the most detailed around. This means it puts massive load on graphics cards and should help point towards which GPUs will excel at next generation titles.

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SKYMTL

HardwareCanuck Review Editor
Staff member
Joined
Feb 26, 2007
Messages
12,840
Location
Montreal
1440P: Thief / Tomb Raider

Thief


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When it was released, Thief was arguably one of the most anticipated games around. From a graphics standpoint, it is something of a tour de force. Not only does it look great but the engine combines several advanced lighting and shading techniques that are among the best we’ve seen. One of the most demanding sections is actually within the first level where you must scale rooftops amidst a thunder storm. The rain and lightning flashes add to the graphics load, though the lightning flashes occur randomly so you will likely see interspersed dips in the charts below due to this.

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Tomb Raider


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Tomb Raider is one of the most iconic brands in PC gaming and this iteration brings Lara Croft back in DX11 glory. This happens to not only be one of the most popular games around but it is also one of the best looking by using the entire bag of DX11 tricks to properly deliver an atmospheric gaming experience.

In this run-through we use a section of the Shanty Town level. While it may not represent the caves, tunnels and tombs of many other levels, it is one of the most demanding sequences in Tomb Raider.


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SKYMTL

HardwareCanuck Review Editor
Staff member
Joined
Feb 26, 2007
Messages
12,840
Location
Montreal
1440P: Total War: Attila / Witcher 3

Total War: Attila


Total War: Attila is the only strategy title in our benchmarking suite simply because it is one of the most resource-hungry. It gobbles resources with good reason too: this game happens to be one the best looking of the series thus far. Our benchmark sequence uses the in-game tool since, after hours of gameplay, it seems to show a perfect blend of in-game elements.

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Witcher 3


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Other than being one of 2015’s most highly regarded games, The Witcher 3 also happens to be one of the most visually stunning as well. This benchmark sequence has us riding through a town and running through the woods; two elements that will likely take up the vast majority of in-game time.

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