Hardware
The following pieces of hardware served as our benchmarking rig:
- CPU: E6750 Intel Core 2 Duo at 2.89 GHZ (362 * 8)
- Motherboard: Asus P5W DH Deluxe
- Memory: 4 gigabytes of Corsair Dominator DDR2 RAM (4 * 1024MB @ 905 MHz[4-4-4-12])
- Power Supply: OCZ 850W GXS
- Hard Drive: 250 GB Seagate Barracuda 7200.10 SATA, w/16 MB cache
- CPU Cooler: Noctua NH-U 12
- OS: Vista SP1
Even before testing began, it was assumed that the GTX 280 would blow anything less than a 9600 GSO or HD 3850 out of the water, so we compared to bunch of other high-end cards; including: the Asus EAH3870X2 and EAH3850X2, a XFX 9800 GX2, an Asus EN8800GTS 512 T.O.P, a XFX 9800 GTX, a BFG 8800 GT OC, a VisionTek HD3870, a Palit 9600 GT Sonic, and a PowerColor HD3850 Xtreme PCS.
Software
Driver-wise, we used NVIDIA's 174.74 Forceware drivers for all but the GTX 280, and for the ATI cards, we used Catalyst 8.4 drivers. The GTX 280 was tested using Forceware 177.34 drivers.
For the benchmarks, the following programs were used:
Bioshock: For this benchmark, all of the Detail settings were set to 'High'. All of the graphic option switches were set to 'On', with the exception of the following three settings: Vsync, Windowed mode, and Force Global Lighting. We used FRAPS to measure frame rate performance. The FRAPS run was 138 seconds, triggered from pulling the switch in the sub at game's beginning. The sub's dive involves many big models moving around, which should strain the GPU's and be a good measure of the game's engine.
Call of Juarez: We used the stand-alone Call of Juarez DX10 benchmarking program for these results. For our AA testing, we used a setting of 2x.
Crysis: These benchmarks were performed using 'fly-by' GPU test found within the single-player pre-release demo version of the game. All graphic settings were on 'High.' For AA, we used a setting of 4x. DX10 mode was used. The game has also been fully patched (1.1).
Enemy Territory: Quake Wars: We used the highest possible detail settings. We tested three resolutions at 4x AA, as well as at 8x AA. 16x AF was also used.
Unreal Tournament 3: We tested the game using a fly-through of the vehicle capture-the-flag map 'Suspense.'ShangriLa (map) running for 90 seconds. Details were set to 'High', and a AF setting of 16x was used.
World In Conflict: We used the built-in benchmark of the demo version of this game. We ran the benchmark in DX9 rendering mode, with a 'High' level of quality. For the AA testing, we used a setting of 4x, and a setting of 16x for AF.
If you would like any further information about our benchmark settings, feel free to ask us in the forums.