Overclocking nvidia geforce gtx 670 reference card. Architectural features, technical characteristics

Quite slowly, but quite confidently, NVIDIA continues to expand its line of new video cards based on 28-nm GK104 “Kepler” GPUs. After the release of the successful GeForce GTX 680 at the end of March and following the appearance at the very beginning of May of the dual-processor flagship GeForce GTX 690, the company announced the NVIDIA GeForce GTX 670 - a video card that, with its recommended price of $399, would be wrong to classify as mid-price segment today. but we hope that with a gradual reduction in prices it will become one sooner or later. In the meantime, we have before us an obvious competitor to the AMD Radeon HD 7950, which today costs the same as they are asking for the new GeForce GTX 670. Well, the fiercer and more interesting will be the rivalry between these two video cards, especially since the GeForce GTX 670 turned out to be even more an attractive video card than the GeForce GTX 680... But, first things first. The technical characteristics of the NVIDIA GeForce GTX 670 are shown in the table in comparison with the characteristics of the NVIDIA GeForce GTX 680 (differences are highlighted in bold):

Video card features

The appearance of the reference sample video card provided for testing is in no way impressive or even attractive. The strict black plastic casing of the cooling system covers its entire front side:


But on the reverse side one is surprised by a short printed circuit board and a plastic attachment to it, on which the cooling system turbine is attached. An original solution, I must admit, no one has done this before in video cards. Let's add that the length of the GeForce GTX 670 is 241 mm, that is, it is 13 mm shorter than the GeForce GTX 680. The length of the graphics card's printed circuit board is only 170 mm.

Like the reference GeForce GTX 680, the GeForce GTX 670 is equipped with two DVI (Dual-Link) outputs, one HDMI version 1.4a output and one DisplayPort version 1.2:


So, multi-monitor support is fully implemented here too - up to 4 monitors can be connected to one GeForce GTX 670 simultaneously.

Two six-pin power connectors are located at the very edge of the short circuit board:


The maximum power consumption in 3D mode is 170 watts, which is 25 watts less than that of the GeForce GTX 680. Hence, the power supply power for a system with one GTX 670 is reduced to 500 watts. Using two MIO connectors located in their usual place, you can organize work up to 4-way SLI mode from four GeForce GTX 670.

The printed circuit board looks somewhat defective. It seems that it was simply sawed off along the border of the video memory chips:


Consequently, the power part of the GeForce GTX 670 is located in the area between the graphics processor and the outputs, similar to the AMD Radeon HD 7870 and HD 7850:


Four phases, controlled by the ON Semiconductor NCP5392P controller, are allocated to power the GPU, and two to memory. Simple and cheap, but durable?

The 28nm GPU was released in Taiwan in the 3rd week of 2012 and belongs to revision A2 (the only one seen on sale so far):


Unlike the full-fledged “Kepler” for the GK104, the GeForce GTX 670 is equipped with, so to speak, a somewhat simplified graphics processor with one hardware-disabled SMX unit out of eight. As a result, out of 1536 unified shader processors and 128 texture units, only 1344 processors and 112 texture units remain in the GeForce GTX 670 GPU. The number of raster operations units has not changed and is equal to 32. At the same time, the base frequency of the graphics processor in 3D mode is reduced from 1008 MHz to 915 MHz at a voltage of 1.175 V, and GPU Boost technology can increase the frequency by 65 MHz to a final 980 MHz. In 2D mode, the frequency drops to 324 MHz at 0.987 V.

The GeForce GTX 670 has 2 GB of video memory in FCBGA chips of the GDDR5 standard, manufactured by Hynix Semiconductor Inc. Their marking is H5GQ2H24AFR R0C, and the theoretical effective operating frequency is 6000 MHz:


At this frequency, the memory operates in 3D mode (6008 MHz), providing a throughput of 192.3 GB/sec with a 256-bit memory bus width, as on the GeForce GTX 680. In 2D mode, the frequency drops to 648 MHz. Note that video memory chips are located on both sides of the printed circuit board, where there are also unsoldered contact pads for additional chips. Thus, we dare to assume that GeForce GTX 670 variants with 4 GB of memory “on board” will soon appear on sale.

Thus, the specifications of the reference video card NVIDIA GeForce GTX 670 are as follows:

Cooling system - efficiency and noise level

The plastic casing, under which the entire cooling system is hidden, is secured with screws around the perimeter and can be removed very simply:


Underneath it there is an aluminum radiator on the power part, the main radiator on the graphics processor and a radial fan mounted precisely on a remote plastic attachment:


The GPU heatsink consists of a copper base and aluminum fins soldered to it:


There is no vapor chamber or heat pipes.

A simple 70mm PWM turbine and a tall aluminum power supply heatsink complete the overall picture of the reference GeForce GTX 670 cooling system:


All this, coupled with a short circuit board and a relatively simple power circuit, does not fit in with a video card that costs $400. Well, okay, let's leave this up to NVIDIA.

To check the temperature conditions of the video card as a load, we used five cycles of the Aliens vs. game test. Predator (2010) with maximum graphics quality in a resolution of 2560x1600 pixels with anisotropic filtering at 16x level and using 4x anti-aliasing:



The program was used to monitor temperatures and other parameters MSI Afterburner version 2.2.0 and GPU-Z utility version 0.6.2. All tests were carried out in a closed system unit case, the configuration of which you can see in the next section of the article, at a room temperature of 25 degrees Celsius. Testing the efficiency of the cooling system of the NVIDIA GeForce GTX 670 video card was carried out using a standard thermal interface.

Let's look at the temperatures of the video card in automatic fan speed control mode and at its maximum power:


Automatic modeMaximum power


In automatic mode, the GPU temperature reached 81 degrees Celsius with a radial fan speed of 2190 rpm. The GPU on the GeForce GTX 680 also warmed up to the same temperature, but the turbine speed in that case was 270 rpm higher. At a maximum of 3750 rpm, the GPU temperature did not exceed 65 degrees Celsius. In comparison with the same reference GeForce GTX 680, this is 3 degrees Celsius higher, but the older video card has a turbine spins up to 4200 rpm, that is, 450 rpm stronger.

The noise level of cooling systems was measured using an electronic sound level meter CENTER-321 after one in the morning in a completely closed room of about 20 m² with double-glazed windows. The noise level was measured outside the system case, when the only source of noise in the room was the cooling system and its fans. The sound level meter, fixed on a tripod, was always located strictly at one point at a distance of exactly 150 mm from the fan rotor/cooler turbine. The motherboard, into which a video card was inserted with a cooling system installed on it, was placed at the very corner of the table on a polyurethane foam backing. The lower measurement limit of the sound level meter is 29.8 dBA, and the subjectively comfortable (not to be confused with low) noise level when measured from such a distance is around 36 dBA. The fan rotation speed was varied over the entire range of their operation using a special precision controller by changing the supply voltage in 0.5 V steps.

To assess the noise level of the NVIDIA GeForce GTX 670 cooling system, we included in the graph the results of measuring the noise level of the reference video cards NVIDIA GeForce GTX 680 and AMD Radeon HD 7950. Vertical dotted lines of the corresponding color mark the limits of operation of cooling system fans in automatic mode (all tested using the same methodology ):



The noise level of the reference NVIDIA GeForce GTX 670 turned out to be no lower than the noise level of the GeForce GTX 680. Moreover, the cooling system of the GTX 670 sample provided to us for testing was extremely unstable when changing speed, as can be seen from the wavy curve on the graph. The cheap plastic of the cooling system casing and the platform on which the turbine is located resonates, introducing additional discomfort to the sound tone of the reference GeForce GTX 670. Unfortunately, it is impossible to rate the GeForce GTX 670 cooler higher than the “unsatisfactory” mark.

Overclocking potential

Testing the overclocking potential of the reference GeForce GTX 670 did not take much time, since we already know the approximate frequency limits of the GK104 from tests of the GeForce GTX 680, and it would be foolish to believe that higher-quality chips will be installed on the lower-end video card. So, the graphics processor was able to operate stably at 1070 MHz base frequency and 1253 MHz turbo boost (according to monitoring data), and the video memory remained stable at 7028 MHz:


The frequency potential of the memory turned out to be quite good, but the graphics processor did not impress us with its potential at all. We can only hope that serial video cards will be able to please users with more impressive achievements in terms of overclocking.

After overclocking the video card, the core temperature in the automatic radial fan mode reached 83 degrees Celsius at 2340 rpm:


It would also be useful to know the temperatures of the power elements on such a densely arranged printed circuit board, but, unfortunately, the reference GeForce GTX 670 is not equipped with such sensors.

Test configuration, tools and testing methodology

Testing of the NVIDIA GeForce GTX 670 and its competitors was carried out on the following system configuration:

Motherboard: Intel Siler DX79SI (Intel X79 Express, LGA 2011, BIOS 0494 dated 04/24/2012);
CPU: Intel Core i7-3960X Extreme Edition 3.3 GHz(Sandy Bridge-E, C1, 1.2 V, 6x256 KB L2, 15 MB L3);
CPU cooling system: Phanteks PH-TC14PE (2x135 mm, 900 rpm);
Thermal interface: ARCTIC MX-4;
RAM: DDR3 4x4 GB Mushkin Redline(2133 MHz, 9-11-10-28, 1.65 V);
Video cards:

NVIDIA GeForce GTX 680 2 GB 256 bit, GDDR5, 1006/6008 MHz;
NVIDIA GeForce GTX 670 2 GB 256 bit, GDDR5, 915/6008 MHz and 1070/7028 MHz;
Sapphire Radeon HD 7950 OC Dual-X 3 GB 384 bit, GDDR5, 800/5000 MHz;
ASUS GeForce GTX 560 Ti 448 cores DirectCU II 320 bit, GDDR5, 732/1464/3800 MHz;

System disk: SSD 256 GB Crucial m4 (SATA-III, CT256M4SSD2, BIOS v0009);
Disk for programs and games: Western Digital VelociRaptor (SATA-II, 300 GB, 10000 rpm, 16 MB, NCQ) in a Scythe Quiet Drive 3.5" box;
Archive disk: Samsung Ecogreen F4 HD204UI (SATA-II, 2 TB, 5400 rpm, 32 MB, NCQ);
Case: Antec Twelve Hundred (front wall - three Noiseblocker NB-Multiframe S-Series MF12-S2 at 1020 rpm; back - two Noiseblocker NB-BlackSilentPRO PL-1 at 1020 rpm; top – standard 200 mm fan at 400 rpm);
Control and monitoring panel: Zalman ZM-MFC3;
Power unit: Xigmatek "No Rules Power" NRP-HC1501(1500 W), 140 mm fan;
Monitor: 30" Samsung 305T Plus.

To reduce the dependence of video card performance on the platform speed, the 32-nm six-core processor with a multiplier of 37, a reference frequency of 125 MHz and the Load-Line Calibration function activated was overclocked to 4.625 GHz while the voltage in the motherboard BIOS was increased to 1.46 V:



Hyper-Threading technology is activated. At the same time, 16 GB of RAM operated at a frequency of 2 GHz with timings of 9-10-10-28 at a voltage of 1.65 V.

Testing, which began on May 14, 2012, was carried out under the Microsoft Windows 7 Ultimate x64 SP1 operating system with all critical updates as of the specified date and with the installation of the following drivers:

motherboard chipset Intel Chipset Drivers – 9.3.0.1020 WHQL from 01/26/2012;
DirectX End-User Runtimes libraries, release date: November 30, 2010;
Video card drivers for AMD GPUs – Catalyst 12.3 dated 03/28/2012 + Catalyst Application Profiles 12.3 (CAP1) dated March 29, 2012;
video card drivers for NVIDIA GPUs – GeForce 301.34 for GTX 6xx and GeForce 296.10 WHQL for GTX 560 Ti 448.

The performance of video cards was tested in two resolutions: 1920x1080 and 2560x1600 pixels. For the tests, two graphics quality modes were used: “Quality + AF16x” – texture quality in the drivers by default with 16x level anisotropic filtering enabled, and “Quality + AF16x + MSAA 4x (8x)” with 16x level anisotropic filtering and full-screen anti-aliasing enabled powers of 4x or 8x, in cases where the average number of frames per second remained high enough for comfortable gameplay. Anisotropic filtering and full-screen anti-aliasing were enabled directly in the game settings. If these settings were missing in games, then the parameters were changed in the control panels of the Catalyst and GeForce drivers. Vertical sync was also disabled there. No further changes were made to the driver settings.

The list of test applications consists of two semi-synthetic packages, one techno demo and 15 games:

3DMark Vantage(DirectX 10) – version 1.0.2.1, “Performance” and “Extreme” settings profiles (only basic tests were tested);
3DMark 2011(DirectX 11) – version 1.0.3.0, “Performance” and “Extreme” settings profiles;
Unigine Heaven Demo(DirectX 11) – version 3.0, maximum quality settings, tessellation at the “extreme” level, AF16x, resolution 1280x1024 without MSAA and 1920x1080 with MSAA 8x;
(DirectX 11) – version 1.6.02, settings profile “Improved dynamic lighting DX11” with additional manual setting of all parameters to the maximum, tested our own demo recording “cop03” at the “Backwater” level;
Left 4 Dead 2(DirectX 9) – game version 2.1.0.0, maximum quality, tested our own demo recording “d98” (two cycles) on the “Death Toll” map at the “Church” stage;
Metro 2033: The Last Refuge(DirectX 10/11) – version 1.2, official test was used, quality settings “Very High”, tessellation, DOF enabled, AAA anti-aliasing was used, double sequential pass of the “Frontline” scene;
Just Cause 2(DirectX DX10.1) – version 1.0.0.2, maximum quality settings, “Background Blur” and GPU Water Simulation techniques activated, double sequential pass of the “Dark Tower” demo;
Aliens vs. Predator (2010)(DirectX 11) – “Texture Quality” in “Very High” mode, “Shadow Quality” in “High” mode, SSAO technology enabled, two test cycles in each resolution;
Lost Planet 2(DirectX 11) – game version 1.0, maximum graphics quality settings, motion blur enabled, performance test “B” was used;
(DirectX 9) – game version 1.4.3, all graphics settings at the “Extreme” level, “Ultra” physics, reflections enabled, double two-minute test of our own demo “bench2”;
Sid Meier's Civilization V(DirectX 11) – game version 1.0.1.348, maximum graphics quality settings, double run of the “diplomatic” test of the five most difficult scenes;
Tom Clancy's H.A.W.X. 2(DirectX 11) – version 1.04, maximum graphics quality settings, shadows activated, tessellation enabled, double run of the test scene;
Total War: Shogun 2(DirectX 11) – version 2.0, built-in test (Battle of Sekigahara) at maximum graphics quality settings and used in one of the MSAA 4x modes;
Crysis 2(DirectX 11) – version 1.9, used Adrenaline Crysis 2 Benchmark Tool v1.0.1.13 BETA, “Ultra High” graphics quality settings profile, high-resolution textures activated, double demo recording cycle on the “Times Square” stage;
DiRT 3(DirectX 11) – version 1.2, built-in test on the “Aspen” track with maximum graphics quality settings;
Hard Reset Demo(DirectX 9) – test built into the demo version with Ultra graphics quality, one pass of the test scene;
Batman: Arkham City(DirectX 11) – version 1.2, maximum graphics quality settings, physics disabled, double sequential pass of the test built into the game;
Battlefield 3(DirectX 11) – version 1.3, all graphics quality settings are set to “Ultra”, double sequential playthrough of a scripted scene from the beginning of the mission “On the Hunt” lasting 110 seconds.

A more detailed description of testing methods for video cards and graphics settings in some of the listed games can be found in the specially created thread of our conference, as well as participate in the discussion and improvement of these techniques.

If games implemented the ability to record a minimum number of frames per second, then this was also reflected in the diagrams. Each test was carried out twice; the best of the two values ​​obtained was taken as the final result, but only if the difference between them did not exceed 1%. If the deviations of the test runs exceeded 1%, then the testing was repeated at least once more to obtain a reliable result.

Performance test results and analysis

3DMark Vantage



In the first semi-synthetic test, the new GeForce GTX 670 demonstrates excellent performance. The lag from the older GeForce GTX 680 is only 8-12% and is more than compensated by overclocking the GTX 670 to frequencies of 1070/7028 MHz. In addition, the main competitor of the GeForce GTX 670, the AMD Radeon HD 7950, which is 20% slower here, remains far behind.

3DMark 2011



The situation is the same in the more modern 3DMark 2011, but the gaps between video cards are increasing. For example, the GeForce GTX 670 turns out to be faster than the Radeon HD 7950 by 23-25%, and the minimum advantage of the new product over the GeForce GTX 560 Ti 448 increases from 42 to 50%.

Unigine Heaven Demo



As you can see, the GeForce GTX 670 feels no less confident in the Unigine Heaven test.

S.T.A.L.K.E.R.: Call of Pripyat


In S.T.A.L.K.E.R.: Call of Pripyat, the GeForce GTX 670 continues to outperform the Radeon HD 7950, although not as confidently as in the three previous tests. When overclocked, the new product can match the GeForce GTX 680, and in some modes even outperform it.

Left 4 Dead 2

We can see exactly the same situation in the game Left 4 Dead 2:



Metro 2033: The Last Refuge


Metro 2033: The Last Refuge is one of three games in the test list where the Radeon HD 7950 managed to withstand the onslaught of the new GeForce GTX 670. Otherwise, the results do not differ from those previously obtained.

Just Cause 2


The GeForce GTX 670 is 25-33% faster than the Radeon HD 7950 in Just Cause 2, 4-10% slower than the GeForce GTX 680 and 5-7% faster in overclocking. Not bad for a video card with a noticeably lower cost than the GeForce GTX 680!

Aliens vs. Predator (2010)


Of the features obtained in the game Aliens vs. Predator (2010) results, we note the same performance of the GeForce GTX 670 and Radeon HD 7950 in modes with anti-aliasing, while without its activation the GTX 670 is 16-18% ahead of its competitor. There is nothing new in the fight against the GeForce GTX 680 - a slight loss at nominal frequencies and a victory when overclocked.

Lost Planet 2


The confident victory of the GeForce GTX 670 over the Radeon HD 7950 in the game Lost Planet 2 is easily predictable, knowing that the engine of this game is more suitable for video cards based on NVIDIA GPUs...

StarCraft II: Wings of Liberty

...and the results of StarCraft II: Wings of Liberty did not bring any surprises:



Sid Meier's Civilization V


But in Sid Meier's Civilization V, overall victory remains for the Radeon HD 7950, even if in modes without anti-aliasing the GeForce GTX 670 demonstrates the same performance as the Radeon HD 7950.

Tom Clancy's H.A.W.X. 2


In response to Sid Meier's Civilization V, NVIDIA video cards “shoot” in the game Tom Clancy's H.A.W.X. 2, leaving its competitor from AMD far behind. The GeForce GTX 670 again pleases with excellent overclocking results, outperforming the more expensive GeForce GTX 680.

Total War: Shogun 2


AMD’s revenge was not long in coming - the Radeon HD 7950 won a landslide victory in Total War: Shogun 2.

Crysis 2


However, in Crysis 2 everything returns to normal again. To be fair, we note that in modes using anti-aliasing, the advantage of the GeForce GTX 670 is only 3%.

DiRT 3


The GeForce GTX 670 wins from 25 to 43% over the Radeon HD 7950 in the DiRT3 game, and when overclocked it is easily ahead of the GeForce GTX 680.

Hard Reset Demo
, and let's move on to summary charts.

Pivot charts

First, let's see how much the GeForce GTX 680 2 GB at its standard frequencies of 1006/6008 MHz is ahead of the GeForce GTX 670 2 GB with frequencies 915/6008 MHz:



The advantage of the older video card cannot be called significant, and, interestingly, it is more pronounced in the resolution of 1920x1080, where the GeForce GTX 680, on average, is 7-8% faster in all tests. And in the more resource-intensive 2560x1600, where video memory bandwidth makes a significant contribution to performance, which is the same for these two video cards, their performance differs even less (6-7% on average). Considering that the recommended price of the GeForce GTX 680 is 25% higher, an overpayment of $100 for these few percentages of performance seems pointless.

Moreover, after modestly overclocking the GeForce GTX 670 to frequencies of 1070/7028 MHz, it manages to not only reach the same performance level as the GeForce GTX 680, but also surpass it:



Only in one test mode of the game Hard Reset and Total War: Shogun 2 does the overclocked new product fail to catch up with the GeForce GTX 680, and in all other games and tests the GeForce GTX 670 easily outperforms it. On average, the advantage of an overclocked GeForce GTX 670 over an unoverclocked GeForce GTX 680 is 4-7% at a resolution of 1920x1080 pixels and 5-8% at a resolution of 2560x1600 pixels.

Now let's compare the performance of the GeForce GTX 670 2 GB and the Radeon HD 7950 3 GB at nominal frequencies, because the recommended (and retail) price of these video cards is the same, which means their opposition in the market should be very sharp. The results of the Radeon HD 7950, as a video card that appeared before the GTX 670, were taken as a basis:



Apart from victories in the high-quality game modes of Sid Meier's Civilization V and Total War: Shogun 2, as well as equality in Metro 2033: The Last Refuge and the high-quality Aliens vs. Predator (2010) mode, the Radeon HD 7950 had nothing else, - GeForce The GTX 670 is clearly faster, and on average is 20-29% ahead of its direct competitor at a resolution of 1920x1080 pixels and by 19-32% at a resolution of 2560x1600 pixels. Note that the difference in performance between the GeForce GTX 680 and the Radeon HD 7970 was smaller.

Finally, using the last pair of summary charts, we will evaluate the difference in performance between the GeForce GTX 670 and the GeForce GTX 560 Ti 448. Ideally, it would be correct to compare the new product with the GeForce GTX 570, but we did not have such a video card at our disposal at the time of testing. At the same time, we note that the GTX 560 Ti 448 is almost equal in performance to the GTX 570, so such a comparison is quite acceptable. So here are the summary results:



At a resolution of 1920x1080 pixels, the GeForce GTX 670 is ahead of the GeForce GTX 560 Ti 448 by 43-45%, and at 2560x1600 pixels by 50-55%. Not bad, but today the GTX 560 Ti 448 costs about $110 less than the GTX 670 (and the GTX 570, oddly enough, costs another $10-20 less).

Energy consumption

The energy consumption of the system with various video cards was measured using the Zalman ZM-MFC3 multifunctional panel, which shows the system consumption “from the outlet” as a whole (excluding the monitor). The measurement was carried out in 2D mode, during normal work in Microsoft Word or Internet surfing, as well as in 3D mode, the load in which was created using a three-time test from the game Metro 2033: The Last Refuge in a resolution of 2560x1600 at maximum settings graphics quality.

Here are the results we received:



By and large, the power consumption of systems with the video cards tested today is almost the same. In this regard, it is especially interesting to compare the power consumption of systems with the new GeForce GTX 670 and the old GeForce GTX 560 Ti 448 Cores. Despite the fact that the new product is 50% faster, the system with it consumes even a little less electricity. There is very high energy efficiency of GK104 “Kepler”. We also note that when overclocking a video card, power consumption increases by only 30 watts, and that even with a six-core processor overclocked to 4.6 GHz, any of these systems will need a power supply of 500-550 watts.

Conclusion

The NVIDIA GeForce GTX 670 2 GB video card has only one drawback - it is overpriced. Moreover, this deficiency is caused more by psychological motives than by conclusions based on the results of tests carried out today. Just with the traditional price positioning, the GeForce GTX 670 is completely fine - it is $100 cheaper than the single-processor flagship GeForce GTX 680 and costs the same as its direct competitor, the Radeon HD 7950 ($399). With all this, I just can’t wrap my head around the fact that a 170mm board with a 28nm graphics processor, two gigabytes of rapidly depreciating memory and a simple, noisy cooling system today costs from $399! Well, how can this be?! This baby is priced at $299, and in the worst case, a direct replacement for the GeForce GTX 570 (560 Ti 448 Cores) should cost the same. Isn't that right?

Putting aside our psychological prejudices, we cannot help but admit that the GeForce GTX 670 is a very, very attractive video card, capable of providing performance at the level of the GeForce GTX 680 at a lower cost, power consumption and the same noise level, and that’s worth a lot! At nominal frequencies, the new product outperforms the AMD Radeon HD 7950 in the vast majority of tests, so let's hope for a quick price adjustment for the latter. Support for four monitors, adaptive V-Sync, new anti-aliasing algorithms (FXAA and TXAA), NVENC encoder, very high energy efficiency - all of these are also the strengths of the GeForce GTX 670. It’s too early to talk about overclocking potential, at least until it goes on sale serial products with original printed circuit boards and proprietary cooling systems. As they say, we'll wait and see.

In the meantime, here is a list of the most interesting of the already announced GeForce GTX 670 video cards:

ASUS GeForce GTX 670 DirectCU II (GTX670-DC2T-2GD5) 2 GB – 1058(1137)/6008 MHz;
Gigabyte GeForce GTX 670 Ultra Durable (GV-N670OC-2GD) 2 GB – 980(1058)/6008 MHz;
MSI GeForce GTX 670 (N670GTX-PM2D2GD5/OC) 2 GB – 965(1045)/6008 MHz;
EVGA GeForce GTX 670 FTW (02G-P4-2678-KR) 2 GB – 1006(1084)/6208 MHz;
Inno3D i-Chill GTX 670 Hercules 3000 2 GB – 1020(1071)/6208 MHz;
ZOTAC GeForce GTX 670 AMP! Edition 2 GB – 1098(1176)/6608 MHz;
Palit GeForce GTX 670 Jetstream (NE5X670H1042-1042J) 2 GB – 1006(1084)/6108 MHz.

By the way, we will introduce you to the latest video card in one of the following articles.

NVIDIA continues to build on its success in the discrete graphics card market by expanding its range of devices based on GPUs with the new Kepler graphics architecture. Having seriously outlined their position in the top segment, revealing the GeForce GTX 680, and then the two-chip GeForce GTX 690, the Californians presented their next development - the GeForce GTX 670. This decision also belongs to the High-End class devices, but is cheaper than older models, and therefore is of even greater interest to those who like to play in comfort.

The GeForce GTX 670 is a derivative of the top-end GTX 680; moreover, both video cards use an identical chip – GK104, made using 28-nanometer technology. In the NVIDIA graphics hierarchy, the new product is one step below the flagship, so it is obvious that in comparison with the latter it has certain simplifications.

So, what losses did the GTX 670 suffer compared to the GTX 680? We can say that the new product got off easy. In this case, one of the eight SMX modules is disabled, as a result of which the number of CUDA computers decreased from 1536 to 1344 (by 12.5%), and the number of texture units decreased from 128 to 112. In addition, the base core clock speed was reduced from 1006 MHz up to 915 MHz. At the same time, the memory subsystem is not affected; it is similar to that used by the flagship: the GeForce GTX 670 has 2 GB of high-speed GDDR5 on board, which operates at 6008 MHz and uses a 256-bit bus with a bandwidth of 192 GB/s. Reducing the number of computing units, in turn, made it possible to reduce the thermal package - the TDP of the video card was reduced from 195 W to 170 W.

GeForce GTX 680 GeForce GTX 670 GeForce GTX 580 Radeon HD 7970
Crystal name GK104 GK104 GF110 Tahiti XT
Manufacturing process, nm 28 28 40 28
Crystal area, mm² 294 294 520 365
Number of transistors, billion 3,54 3,54 3 4,31
GPU clock frequency, MHz 1006/1058 915/980 772 925
Number of stream processors 1536 1344 512 2048
Number of texture blocks 128 112 64 128
Number of rasterization blocks 32 32 48 32
Memory (type, volume), MB GDDR5, 2048 GDDR5, 2048 GDDR5, 1536/3072 GDDR5, 3072
Memory bus, bit 256 256 384 384
Memory frequency, MHz 6008 6008 4008 5500
Memory bandwidth, GB/s 192 192 192 264
Energy consumption, W 195 170 244 250
Recommended price $500 $399 $400/500 $479

Functionally, the GeForce GTX 670 is no different from the GeForce GTX 680, taking advantage of all the advantages of the Kepler microarchitecture. NVIDIA focuses on support for advanced anti-aliasing algorithms FXAA and TXAA, adaptive synchronization Adaptive VSync, the ability to connect up to 4 monitors (NVIDIA 3D Vision Surround support), and GPU Boost technology, which allows you to dynamically increase the core clock frequency.

Auto-acceleration technology has become an important technological tool for Kepler-based solutions. Last but not least, it is thanks to GPU Boost that the victories of new NVIDIA solutions in confrontation with solutions from AMD are forged. GeForce GTX 670 received an even more aggressive algorithm for this technology. With a base frequency of 915 MHz, the chip can be accelerated to 980 MHz, and with additional overclocking the threshold can exceed 1100 MHz.

Experienced overclockers are not enthusiastic about the new mechanism, because it is quite difficult to control the overclocking process with GPU Boost. The final frequency ultimately depends on the nature of the current load, supply voltage, power consumption and heating of the adapter. All these parameters can change during operation, therefore it is difficult to achieve fixed frequency values. At the same time, for moderate additional overclocking of the GPU Boost is not a hindrance, and for users who are not too keen on overclocking, there are only advantages - “everything has already been overclocked for us.”



For the GeForce GTX 670 reference model, the developer proposed a printed circuit board that is fundamentally different from the one used for the top model on Kepler. The new PCB is one and a half times more compact. To connect additional power to the GeForce GTX 670, there are two 6-pin connectors. The interface panel, like the GTX 680, contains two DVI ports, as well as full-format HDMI and DisplayPort 1.2.

The reference model uses a dual-slot cooler with a turbine fan. In this case, video card manufacturers have ample opportunities for experimentation. NVIDIA does not prevent the creation of adapters with original cooling systems, and companies will probably be able to redesign printed circuit boards over time to create their own uber-models. However, manufacturers are already offering alternative solutions to the reference ones, and it is with the example of such video cards that we will get acquainted with the GeForce GTX 670.

Palit GeForce GTX 670 JetStream

At the time of the announcement of the GeForce GTX 670, Palit had prepared an accelerated modification of the GK104-based video card - JetStream, which, in addition to an improved frequency formula, received an improved cooling system. Instead of the recommended 915/980 MHz, the chip here runs at 1006/1085 MHz, and the memory frequency is increased from 6008 to 6108 MHz. With the increase in clock frequencies, the thermal package also increased slightly - from 170 to 185 W.

For his graphics adapter, the developer uses a minimally redesigned reference PCB. The PCB length is only 172 mm. However, given the design of the cooling system, the dimensions of the video card are quite typical for solutions of this level. The model has a three-slot cooler. The total length of the video card is 247 mm, so there will be no problems with installation in virtually any tower-type case.



The original video card cooler is noticeably different from that used in the reference model. The radiator unit, consisting of aluminum plates, is held together by three heat pipes and is blown by a pair of axial fans with a diameter of 90 mm. The fan blades have a rather low, curved profile (TurboFan Blade) and are made of translucent plastic. To the delight of modding enthusiasts, both wind blowers are equipped with blue LEDs, providing additional illumination.


The cooler does an excellent job of cooling. In rest mode, the GPU warms up to 30–32 degrees, while the fans rotate at 1000–1020 rpm, operating very quietly. During heavy gaming workloads, the core temperature rises to 70C and the propellers accelerate to 1700 RPM, but their noise levels can be described as "below average".

The package includes nothing extraordinary - a manual, a disk with drivers, one adapter from Molex to a 6-pin 12B connector, as well as DVI-VGA and HDMI-DVI adapters.

Zotac GeForce GTX 670 AMP! Edition

For its most “charged” version of the GeForce GTX 670, Zotac uses a PCB from the GeForce GTX 680, which is noticeably different in size and layout from the reference one for the younger model on the GK104.

The enhanced power subsystem allowed the manufacturer to significantly boost its graphics adapter. GTX 670 AMP core! Edition operates at 1098/1176 MHz, memory – at 6608 MHz. In this case, the GPU is accelerated by 20% and memory bandwidth is increased by 10%. A very impressive result, considering that we are talking about guaranteed factory tuning.

An original cooler is used to cool the video card. It is based on a large cassette with aluminum plates. To speed up heat dissipation, four massive heat pipes with a diameter of 7 mm are used here, which penetrate the radiator assembly. The entire structure is blown by two 90 mm axial fans.


The length of the video card is 265 mm. The “pipeline” system rises 35 mm above the printed circuit board; owners of relatively narrow case models with additional fans on the side panels should take this into account.

Overall, the large cooler justifies itself. On an open bench, the temperature in rest mode is 28C, while the fans rotate at a frequency of 1350–1380 rpm. During tests in “heavy” gaming modes, the GPU did not warm up more than 62 degrees, while the fan speed increased only to 1750–1800 rpm. In such conditions, the coolant makes a little more noise than the cooler on the Palit video card, but the difference is insignificant - both adapters operate quite quietly. However, it is worth considering that in a closed case both the temperature and the fan speed will be slightly higher, so you should take care of the normal removal of heated air outside the system unit.


Zotac in its specification honestly warns that this model has an increased level of energy consumption. Declared TDP for the GTX 670 AMP edition! Edition is 190 W, instead of 170 W for the classic model.

The video card comes with a manual, a driver disc, two Molex to 6-pin adapters, and a DVI-VGA adapter. As a bonus, Zotac is offering three days of access to the online Track Mania 2 Canyon.

The forced version with a printed circuit board from the GTX 680 is expected to be more expensive than the reference models. Estimated retail price of Zotac GeForce GTX 670 AMP! Edition – $460–470.

Performance









When we compared the performance of the GeForce GTX 580 rather than its nominal predecessor, the GeForce GTX 570, we never had any regrets. The new product is so convincingly superior to the older model at Fermi that a direct comparison with slower devices is needed only for even greater contrast.

Results

The first acquaintance with the GeForce GTX 670 leaves a pleasant impression. After moderate overclocking, in terms of performance, the new product is practically not inferior to the top-end NVIDIA solution operating in normal mode. And this, I must admit, is a very decent level. It is likely that with the release of the GeForce GTX 670, AMD will once again have to revise the price tags for its graphics solutions. First of all, it concerns the Radeon HD 7950, which, at a similar price, will be able to compete on equal terms with the GTX 670 only after serious overclocking. In normal mode, even AMD’s current flagship, the Radeon HD 7970, is sometimes inferior to the new product, but here a lot depends on the optimization of game engines in each specific case.

The recommended price of the new product is $400. If NVIDIA manages to cope with the shortage of GK104 chips, and the retail price of the GeForce GTX 670 is slightly different from the stated one, then this is a potential hit among high-end video cards. To some extent, the new product poses a hidden threat to the GeForce GTX 680. With identical functionality, the difference in performance of these solutions is small, but the GeForce GTX 670 is offered $100 (20%) cheaper. This is a good opportunity to save money for those who choose a fast video card, but are not ready to overpay for having the fastest solution.

  • Part 2 - Practical acquaintance
  • Part 3 - Game Test Results (Performance)

In this part, as usual, we will study the video card itself, and also get acquainted with the results of synthetic tests.

Pay

  • GPU: GeForce GTX 670 (GK104)
  • Interface: PCI Express x16
  • GPU operating frequency (ROPs): 915-1040 MHz (nominal - 915-980 MHz)
  • Memory operating frequency (physical (effective)): 1500 (6000) MHz (nominal - 1500 (6000) MHz)
  • Memory bus width: 256 bit
  • Number of computational units in the GPU/block operating frequency: 7/915-1030 MHz (nominal - 7/915-1030 MHz)
  • Number of operations (ALU) in block: 192
  • Total number of operations (ALU): 1344
  • Number of texturing units: 112 (BLF/TLF/ANIS)
  • Number of rasterization units (ROP): 32
  • Dimensions: 245×100×33 mm (the last value is the maximum thickness of the video card)
  • PCB color: black
  • Power Consumption (Peak 3D/2D/Sleep): 172/64/52 W
  • Output Jacks: 2×DVI (Dual-Link/VGA), 1×HDMI 1.4a, 1×DisplayPort 1.2
  • Multiprocessor support: SLI (Hardware)

Nvidia Geforce GTX 670 2048 MB 256-bit GDDR5 PCI-E

The card has 2048 MB of GDDR5 SDRAM memory located in 8 chips (4 on each side of the PCB).

The card requires additional power, and two 6-pin connectors.

About the cooling system.

Nvidia Geforce GTX 670 2048 MB 256-bit GDDR5 PCI-E

The cooling system as a whole is traditional. The long shroud, which increases the card's size from 190mm to 245mm, has a standard cylindrical fan at the end.

A radiator based on an evaporation chamber is installed on the core, and power transistors also have their own radiator; both are cooled by a single air flow.

But the memory chips are left without cooling; let me remind you, they are located on both sides of the card. When the core heats up to maximum, the fan speeds up to about 60-66% (2300 rpm) of its maximum, which makes the noise a little noticeable.

We conducted a temperature study using the new version of the EVGA PrecisionX utility (author A. Nikolaychuk AKA Unwinder) and obtained the following results. I would like to remind you that the GTX 670 core operates at floating frequencies from 915 to 980 MHz (according to Nvidia’s declaration). At the same time, the actual core operating frequency reaches 1030 and even 1040 MHz. We don't yet know whether this is a feature that is generally true for all GTX 670s, or whether the reference card sample has slightly higher frequencies than mass-produced cards will have.

Let's return to monitoring.

Nvidia Geforce GTX 670 2048 MB 256-bit GDDR5 PCI-E

As we can see, after 6 hours of running the card under maximum gaming load, the maximum core temperature was 82 degrees, which, in principle, is normal for a top-series model.

The video card arrived to us without packaging or kit, so we are omitting the question of packaging.

Installation and drivers

Test bench configuration:

  • Computer based on Intel Core i7-975 (Socket 1366)
    • Intel Core i7-975 processor (3340 MHz);
    • Asus P6T Deluxe motherboard on Intel chipset X58;
    • RAM 6 GB DDR3 SDRAM Corsair 1600 MHz;
    • hard drive WD Caviar SE WD1600JD 160 GB SATA;
    • Enermax Platimax 1200 W power supply.
  • operating room Windows system 7 64-bit; DirectX 11;
  • monitor Dell UltraSharp U3011 (30″);
  • AMD Catalyst 12.4 drivers; Nvidia version 301.24

VSync is disabled.

Synthetic tests

The synthetic test packages we use can be downloaded here:

  • D3D RightMark Beta 4 (1050) with a description on the website 3d.rightmark.org.
  • D3D RightMark Pixel Shading 2 and D3D RightMark Pixel Shading 3— tests of pixel shaders versions 2.0 and 3.0, link.
  • RightMark3D 2.0 with a brief description: for Vista without SP1, for Vista with SP1.

As synthetic DirectX 11 tests, we used examples from the Microsoft and AMD SDKs, as well as the Nvidia demo program. First, there are HDRToneMappingCS11.exe and NBodyGravityCS11.exe from the DirectX SDK (February 2010).

We also took applications from both video chip manufacturers: Nvidia and AMD. The examples DetailTessellation11 and PNTriangles11 were taken from the ATI Radeon SDK (they are also in the DirectX SDK). Additionally, Nvidia's demo program, Realistic Water Terrain, also known as Island11, was used.

Synthetic tests were carried out on the following video cards:

  • GeForce GTX 670 GTX 670)
  • GeForce GTX 680 with standard parameters (hereinafter GTX 680)
  • GeForce GTX 580 with standard parameters (hereinafter GTX 580)
  • Radeon HD 7970 with standard parameters (hereinafter HD 7970)
  • Radeon HD 7950 with standard parameters (hereinafter HD 7950)
  • Radeon HD 7870 with standard parameters (hereinafter HD 7870)

To compare the results of the Geforce GTX 670 video card released today, these solutions were chosen for the following reasons. Geforce GTX 580 is the older single-chip model of the previous generation and is close to the GTX 570, which the new product replaces on the market, and the GTX 680 is the top single-chip model modern architecture Nvidia's Kepler.

We took the selected solutions from the competing company AMD for testing because the Radeon HD 7950 has a price close to the announced Geforce video card and is its direct competitor on the market. at the moment. The Radeon HD 7970 is taken as AMD's top model, a comparison with which can also be interesting, and the HD 7870 model is used in several tests as an auxiliary one, because it is also very close to the Radeon HD 7950 in speed.

Direct3D 9: Pixel Shaders tests

We will look at the texturing and fill rate tests from the 3DMark Vantage package below, and the first group of pixel shaders we use includes various versions of relatively low complexity pixel programs: 1.1, 1.4 and 2.0, found in older games, and it is very simple for modern video chips.

These tests are simple for modern GPUs, and the speed in them is often limited by texturing performance or fill rate. Therefore, these tests are not able to show all the capabilities of modern video chips, but they are interesting to us from the point of view of analogues of outdated gaming applications, of which there are still quite a lot.

Judging by our previous comparisons, the performance of new video cards in these tests is most often limited by fill rate, although the influence of the speed of texture modules can also be seen. But it is definitely implicit, since the GeForce GTX 680 did not become the winner as it should, based on texture performance. General results do not allow us to identify any exceptional characteristic that affects the overall rendering speed.

In these tests, AMD's top video card is clearly the leader, but the presented Geforce GTX 670 model should be compared not with the Radeon HD 7970, but with the HD 7950. Which is noticeably inferior in these tests. And here the situation is no longer in favor of the AMD board. Perhaps it was let down by software optimizations in the drivers (different versions were used), because there should not be such a difference. This can be seen in comparison with the HD 7870.

In these tests, the GeForce GTX 670 performs very well good level, inferior to the older GTX 680 by only about 10%, which is clearly less than the theoretical difference in the speed of texturing and mathematical calculations. And compared to the competing model Radeon HD 7950, everything is very good. Let's look at the results of more complex intermediate pixel programs:

The Cook-Torrance test is more computationally intensive, the difference in it approximately corresponds to the difference in the number of ALUs and their frequency, but it also depends on the speed of the TMU. Therefore, this test is historically better suited to AMD graphics solutions, but now GeForce based on the Kepler architecture is also very strong in it.

And the large difference in speed between the Radeon HD 7970 and HD 7950 again played in Nvidia’s favor - in a comparison of direct competitors, the GeForce GTX 670 again comes out as a clear winner. As for absolute leadership, in one of the tests (where fast mathematics is more important) Radeon is slightly faster, and in the other (where texture performance is more important) GeForce is ahead.

Direct3D 9: pixel shader tests Pixel Shaders 2.0

These DirectX 9 pixel shader tests are more complex than the previous ones, they are close to what we now see in multi-platform games, and are divided into two categories. Let's start with the simpler version 2.0 shaders:

  • Parallax Mapping- a method of texture mapping familiar to most modern games, described in detail in the article.
  • Frozen Glass- a complex procedural texture of frozen glass with controllable parameters.

There are two variants of these shaders: those with a focus on mathematical calculations and those with a preference for sampling values ​​from textures. Let's consider mathematically intensive options that are more promising from the point of view of future applications:

These are universal tests, the performance in which depends on both the speed of ALU units and the texturing speed; the overall balance of the chip and the efficiency of execution of computer programs are also important in them. The test results show that AMD's architecture is significantly ahead of Nvidia's GPUs in these specific tasks.

The performance of new AMD video cards in the “Frozen Glass” test is significantly higher than that of the new product, but this applies more to the Radeon HD 7970, while the younger model HD 7950, although it remained ahead, is not so much. Most likely, Nvidia chips simply do not perform this task efficiently, or the drivers are not well optimized for it. It may also be that the speed is limited by throughput. Indeed, in comparison with the previous GTX 580 model, the new product showed an extremely small increase in speed.

In the second “Parallax Mapping” test, the new Nvidia video card showed performance comparable to what we got from the Radeon HD 7950, although the latter is again clearly hampered by something in the software part, since the older AMD model remains the sole leader. Nvidia solutions in this test cannot catch up with the top AMD board for some reason, such as insufficient bandwidth. Let's consider these same tests in a modification with a preference for samples from textures over mathematical calculations:

For boards with Nvidia GPUs, the situation has become better, and the GeForce GTX 670 is now always faster than the Radeon HD 7950 and slightly slower than the HD 7870 only in the first test. But still, the speed of GeForce comes up against something, and modern AMD chips work more efficiently in these tasks. The new GeForce GTX 600 series video card is quite strong in the Parallax Mapping test, and lags only behind the two older models of both companies, and in the Frozen Glass test the lag behind them is greater. The difference between GTX 680 and GTX 670 is 9-12%, which is less than theoretical.

These were legacy tasks, with an emphasis on texturing and fillrate. Next, we will look at the results of two more pixel shader tests - but this time version 3.0, the most complex of our pixel shader tests for Direct3D 9. They are most indicative from the point of view of modern PC games, including many multi-platform ones. The tests differ in that they heavily load both the ALU and texture modules; both shader programs are complex and lengthy, and include a large number of branches:

  • Steep Parallax Mapping- a much more “heavy” type of parallax mapping technique, also described in the article Modern terminology of 3D graphics.
  • Fur— a procedural shader that renders fur.

These tests are no longer limited by the performance of texture samples only, but most of all depend on the efficiency of shader code execution. In the most difficult DX9 tests from the first version of the RightMark package, Nvidia video cards were previously stronger, but in the latest architecture, AMD has changed the situation and now it is the top solution on the GCN architecture chip that shows the best result in the PS 3.0 comparison.

But our today's hero also showed good results, losing to its direct competitor Radeon HD 7950 in only one of the tests, winning in the second. “Fur” generally shows an excellent result, better than that of the HD 7950 and HD 7870. At the same time, the new product lags behind the older model Geforce GTX 680 by 14-17%, which is much closer to the theoretical superiority of the top-end video card over the one presented today. And it means that there is almost no emphasis on throughput in this test.

Direct3D 10: PS 4.0 pixel shader tests (texturing, loops)

The second version of RightMark3D included two familiar PS 3.0 tests for Direct3D 9, which were rewritten for DirectX 10, as well as two more new tests. The first pair added the ability to enable self-shadowing and shader supersampling, which further increases the load on video chips.

These tests measure the performance of pixel shaders running in cycles with a large number of texture samples (in the heaviest mode, up to several hundred samples per pixel) and a relatively small ALU load. In other words, they measure the speed of texture samples and the efficiency of branches in the pixel shader.

The first test of pixel shaders will be Fur. At the lowest settings, it uses 15 to 30 texture samples from the height map and two samples from the main texture. The Effect detail mode - “High” increases the number of samples to 40-80, the inclusion of “shader” supersampling - up to 60-120 samples, and the “High” mode together with SSAA is characterized by maximum “heaviness” - from 160 to 320 samples from the height map.

Let's first check the modes without supersampling enabled; they are relatively simple, and the ratio of results in the “Low” and “High” modes should be approximately the same.

In this test, performance depends largely on the number and efficiency of TMUs, but the efficiency of executing complex programs is also strongly influenced. And in the version without supersampling, the effective fill rate and memory bandwidth also have an additional impact on performance. The results at the “High” level of detail are up to one and a half times lower than at the “Low” level.

As in similar DX9 tests, in tasks of procedural fur visualization with a large number of texture samples, over a couple of generations of graphic architectures, AMD not only reduced the difference with Nvidia boards, but with the release of GCN even took the lead. And now we very often see the Radeon HD 7970 among the leaders in such comparisons, which indicates high efficiency execution of complex pixel programs.

The Geforce GTX 670 model reviewed today showed results at the level of the GTX 580, that is, almost worse than all of them, which may indicate either a decreased efficiency in the execution of complex shaders in Kepler or a lack of memory bandwidth or effective fillrate. There is no way to compete with the competitor Radeon HD 7950, because it is much stronger.

Let's look at the result of the same test, but with shader supersampling enabled, which increases the work by four times: perhaps in this situation something will change, and memory bandwidth with fill rate will have less effect:

Yes, both video cards of the new GeForce GTX 600 line clearly improved the results relative to the old GeForce GTX 580, but when supersampling was enabled, which quadrupled the theoretical load, the results of Nvidia solutions as a whole still deteriorated significantly compared to the performance of AMD video cards. The difference in rendering speed in this task was already high, but now it has become simply huge.

The tested new product from Nvidia is ahead only of the GTX 580, and loses up to 50% to its competitor from AMD - the video card of the Radeon HD 7950 model. And the top board from this HD 7000 series shows the highest performance in the test, which indicates GCN’s “love” for complex calculations. The advantage in these tests is clearly with AMD chips, which prefer pixel-by-pixel calculations.

The next DX10 test measures the performance of complex pixel shaders with loops with a large number of texture samples and is called Steep Parallax Mapping. At low settings it uses 10 to 50 texture samples from the height map and three samples from the main textures. Enabling heavy mode with self-shadowing doubles the number of samples, and supersampling quadruples this number. The most complex test mode with supersampling and self-shadowing selects from 80 to 400 texture values, that is, eight times more than the simple mode. Let's first check simple options without supersampling:

The second Direct3D 10 pixel shader test is more interesting from a practical point of view, since varieties of parallax mapping are widely used in games, and heavy variants, like steep parallax mapping, are used in many projects, for example, in the games of the Crysis and Lost Planet series. In addition, in our test, in addition to supersampling, you can enable self-shadowing, which approximately doubles the load on the video chip - this mode is called “High”.

The diagram is very similar to the previous one without the additional inclusion of SSAA, and Nvidia's solutions in this test did not improve their position one gram. The new GeForce GTX 670 in the updated D3D10 version of the test without supersampling still lags behind its direct rival Radeon HD 7950 and outperforms only the GTX 580. Let's see what the change will be when enabling supersampling, because it usually causes a strong drop in speed on Nvidia boards.

And here everything is about the same as in “Fur”. When supersampling and self-shadowing are enabled, the task becomes even more difficult; enabling both options together increases the load on the cards by almost eight times, causing a serious drop in performance. The difference between the speed indicators of the tested video cards has changed, the inclusion of supersampling has an effect, as in the previous case - AMD video cards have clearly improved their relative performance compared to boards based on Nvidia chips.

Although this time the difference between the GeForce GTX 670 and the Radeon HD 7950 has decreased somewhat, and the lead over the GTX 580 is no longer so great. It is clear that the Radeon HD 7970 is again far ahead, but even the younger AMD model is very good and outperforms even the GeForce GTX 680, not to mention the younger modification. Kepler's efficiency in these tasks is clearly lacking...

Direct3D 10: PS 4.0 Pixel Shader Tests (Compute)

The next couple of pixel shader tests contain a minimum number of texture fetches to reduce the performance impact of the TMU units. They use a large number of arithmetic operations, and they measure precisely the mathematical performance of video chips, the speed of execution of arithmetic instructions in a pixel shader.

The first math test is Mineral. This is a complex procedural texturing test that uses only two samples of texture data and 65 sin and cos instructions.

The results of limiting mathematical tests most often more or less correspond to the difference in frequencies and the number of computational units, but with the influence of different efficiency of their use. AMD architectures of the last few years have had an overwhelming advantage over competing Nvidia video cards in such cases, but it was in Kepler that the number of stream processors and peak mathematical performance increased significantly.

That’s right - the results of video cards are located on the diagram approximately in accordance with the theory. And the GeForce GTX 670 in this test was completely ahead of its direct competitor, the Radeon HD 7950! For the first time in many, many years, the Californian company's GPU outperformed a similarly priced competitor's graphics card offered at a similar price. However, in this test the Radeon should have had a higher speed, but both GeForce GTX 600s performed clearly better this time.

Let's look at the second shader calculation test, which is called Fire. It is heavier for an ALU, and there is only one texture fetch, and the number of sin and cos instructions has been doubled, to 130. Let's see what has changed with increasing load:

And in the second mathematical test, the relative result of the new Nvidia product turned out to be lower, and it lost to the Radeon HD 7950 by about as much as it should according to theory. Therefore, the younger of the two Radeons took the lead, although not by much. The rest of the positions have not changed, the GTX 580 from the previous generation of Nvidia boards is far behind - that's what the new architecture means, suitable for applications of this kind.

The rendering speed in this test is limited solely by the performance of the shader units and their efficiency, so both Radeon boards show strong results, and the top one became the leader in the comparison. But the GeForce GTX 680 and GTX 670 are not inferior as much as they were in previous generations, when the difference was almost several times greater. Therefore, we confirm the conclusion from the Kepler review - in extreme computing tasks, with the release of the new architecture, the difference between AMD and Nvidia has become not at all as large as it was before. Moreover, in the comparison between GeForce GTX 670 and Radeon HD 7950 there is no clear leader at all.

Direct3D 10: geometry shader tests

The RightMark3D 2.0 package has two geometry shader speed tests, the first option is called “Galaxy”, a technique similar to “point sprites” from previous versions of Direct3D. It animates a particle system on the GPU, a geometry shader from each point creates four vertices that form a particle. Similar algorithms should be widely used in future DirectX 10 games.

Changing balancing in geometry shader tests does not affect end result rendering, the final image is always exactly the same, only the methods of processing the scene change. The “GS load” parameter determines which shader the calculations are performed in - vertex or geometry. The number of calculations is always the same.

Let's look at the first version of the Galaxy test, with calculations in the vertex shader, for three levels of geometric complexity:

The ratio of speeds for different geometric complexity of scenes is approximately the same for all solutions, performance corresponds to the number of points, with each step the FPS drops almost twofold. This task is not very difficult for modern video cards, and performance is limited either by the speed of geometry processing or by memory bandwidth.

The most noticeable difference is between the new generation of Nvidia boards and AMD solutions. If in previous tests with pixel shaders AMD boards were clearly overall more efficient and faster, then the first geometry test shows that Nvidia boards are still ahead in such tasks. Our new GeForce GTX 670 is not too far behind the GTX 680 and is ahead of the top single-chip board from the previous generation by a margin.

As for comparing the new product with its main competitor, the result of the comparison is logical - the difference between the GeForce GTX 670 and Radeon HD 7970 is almost one and a half times. In this generation, Radeon boards were only able to catch up with the best of Fermi, and that’s good. Let's see how the situation changes when we transfer part of the calculations to the geometry shader:

As the load changed in this test, the numbers remained the same for the legacy Nvidia board and improved slightly for the newer AMD and Nvidia boards. All video cards in this test react weakly to changing the GS load parameter, which is responsible for transferring part of the calculations to the geometry shader, so all the conclusions remain the same. The GeForce GTX 670 model presented today is more than one and a half times faster than the Radeon HD 7950. Let's see what will change in the next test, which assumes a greater load on geometry shaders.

“Hyperlight” is the second test of geometry shaders, demonstrating the use of several techniques at once: instancing, stream output, buffer load. It uses dynamic geometry creation by drawing to two buffers, and new opportunity Direct3D 10 - stream output. The first shader generates the direction of the rays, the speed and direction of their growth, this data is placed in a buffer, which is used by the second shader for drawing. For each point of the ray, 14 vertices are built in a circle, up to a million output points in total.

A new type of shader programs is used to generate “rays”, and with the “GS load” parameter set to “Heavy” - also to draw them. That is, in the “Balanced” mode, geometry shaders are used only to create and “grow” rays, the output is carried out using “instancing”, and in the “Heavy” mode, the geometry shader is also involved in output.

Relative results in different modes also roughly correspond to the change in load: in all cases, performance scales well and is close to theoretical parameters, according to which each subsequent level of “Polygon count” should be slightly less than twice as slow. So far there are few changes, except that AMD boards have moved higher.

In this test, rendering speed is limited primarily by geometric performance, but with some impact from video memory bandwidth. This time, the GeForce GTX 670 broke away from its rival Radeon HD 7950 by only 30-40%. The numbers should change a lot in the next chart, in a test with more active use of geometry shaders. It will also be interesting to compare the results obtained in the “Balanced” and “Heavy” modes with each other.

This time, the diagram with the transfer of calculations to the geometry shader has changed quite seriously and all Nvidia video cards turned out to be clearly faster than AMD cards, even if we take the GeForce GTX 580 of the previous generation. Well, the new Kepler-based boards cope with the task even better, since this test rests specifically on the performance of geometric blocks, with the power of which Nvidia solutions are more than good.

Therefore, Geforce has an advantage over AMD chips with a traditional graphics pipeline. The new GeForce GTX 670, even in heavy mode, shows results like the Radeon HD 7950 on average. That is, there is about 70-80% difference in speed between them, and this is a lot. So, although the results of competitor boards based on Tahiti have noticeably improved, latest solutions based on the GK104 chip are significantly ahead of them in this category of tests.

Direct3D 10: texture fetching speed from vertex shaders

The Vertex Texture Fetch tests measure the speed of a large number of texture fetches from the vertex shader. The tests are essentially similar, so the ratio between the cards' results in the Earth and Waves tests should be approximately the same. Both tests use displacement mapping based on texture sample data, the only significant difference is that the Waves test uses conditional branches, while the Earth test does not.

Let's look at the first "Earth" test, first in the "Effect detail Low" mode:

Our previous research has shown that the results of this test can be affected by both texturing speed and memory bandwidth, especially in easy mode. And the results of Nvidia video cards are completely limited by something else incomprehensible - look, the numbers for all GeForces in all conditions are simply identical. And in general, between boards of similar class, the difference in this test is sometimes very small.

In this test, the Radeon HD 7970 came out far ahead, and the same HD 7950, which is the main rival for the GTX 670, showed slightly better results than the new product under consideration. But the difference is not that big, especially in easy and medium modes. The new board of the GTX 600 family was able to compete with the HD 7950 only in light and medium modes, and lagged behind by almost a third in heavy modes. Due to the slight difference with the GTX 680, we can assume that this happened due to low fill rate and/or bandwidth. Let's look at the performance in the same test with an increased number of texture samples:

The relative position of the cards on the diagram has changed mainly due to the fact that Nvidia boards provided the same rendering speed in all modes, unlike AMD solutions, which lost ground a little. That is, our version about the speed of Californian video cards hitting some kind of barrier is confirmed. And now the results of the GeForce GTX 670 are not just close to the speed of the Radeon HD 7950, but it turned out to be faster than its opponent in all modes, not just in easy.

Let's look at the results of the second test of texture fetches from vertex shaders. The Waves test has a smaller number of samples, but it uses conditional jumps. The number of bilinear texture samples in this case is up to 14 (“Effect detail Low”) or up to 24 (“Effect detail High”) for each vertex. The complexity of the geometry changes in the same way as the previous test.

The results in the second "Waves" vertex texturing test are nothing like what we saw in the previous charts. But we note the same oddity in them - all the presented Nvidia video cards lined up almost in the same line. But for Radeon boards everything is different; we can separately highlight the excellent speed of the top-end Radeon HD 7970, which was the best in comparison.

And the Radeon HD 7950 was clearly stronger than the Geforce GTX 670 board presented today. All tested Nvidia solutions again ran into something unclear, showing almost identical results. Let's consider the second version of the same test:

This time there were also changes similar to those we saw earlier - AMD video cards slightly worsened their results, and Nvidia cards also suffered in light modes. This allowed the Californian company's boards to get a little closer to the results of the Radeon HD 7970 and HD 7950, but still, the new Kepler architecture presented today lost to its direct competitor, the Radeon HD 7950, in two out of three modes. Vertex texturing tests once again measured something unclear.

3DMark Vantage: Feature tests

Synthetic tests from the 3DMark Vantage package will show us what we previously missed. Feature tests from this test package support DirectX 10 and are interesting in that they differ from ours and are still relevant. When analyzing the results of the new Nvidia video card in this package, we will draw some new and useful conclusions that eluded us in tests from the RightMark family of packages.

Feature Test 1: Texture Fill

The first test is a texture fetch speed test. This involves filling a rectangle with values ​​read from a small texture using multiple texture coordinates that change every frame.

Although the Futuremark test does not show the theoretically possible level of texture fetch performance, the efficiency of AMD and Nvidia video cards in it is quite high and the comparative figures of the models are always quite close to the corresponding theoretical parameters. But not always - after all, according to theory, the best video card in comparison should be the Geforce GTX 680 model, but it showed less efficiency in the test compared to the Radeon HD 7970 and lost the lead to it.

But in the case of comparing a pair of Geforce GTX 670 and Radeon HD 7950, everything turned out differently. The new product has overtaken its direct competitor, and the GeForce GTX 580 from the previous generation has remained far behind. Even in conditions of low bandwidth, the result of the GTX 670 turned out to be quite good, which once again shows that some of the shortcomings of the Fermi architecture have been successfully resolved in the new generation of GPUs.

Feature Test 2: Color Fill

This is a fill rate test. A very simple pixel shader is used that does not limit performance. The interpolated color value is written to an off-screen buffer (render target) using alpha blending. The 16-bit off-screen buffer of the FP16 format is used, which is most often used in games that use HDR rendering, so this test is quite timely.

The situation in the ROP block performance test is very different. We determined earlier that the numbers for this subtest from 3DMark Vantage, although they show the performance of ROP units, are greatly influenced by the amount of video memory bandwidth (the so-called “effective fill rate”). This test often measures memory bandwidth rather than ROP performance.

This is what happened this time too, because the new GeForce GTX 670 model has exactly the same memory bandwidth performance as the GTX 680. Therefore, their results are almost identical. Moreover, the Geforce GTX 670 showed more results at the level of the Radeon HD 7970 than its direct competitor HD 7950. Although the difference between all the new generation GPUs is small, they are all far ahead of the Geforce GTX 580, which indicates improvements in the efficiency of the TMU units.

Feature Test 3: Parallax Occlusion Mapping

One of the most interesting feature tests, since a similar technique is already used in games. It draws one quadrilateral (more precisely, two triangles) using a special Parallax Occlusion Mapping technique that simulates complex geometry. Quite resource-intensive ray tracing operations and a high-resolution depth map are used. This surface is also shaded using a heavy Strauss algorithm. This is a test of a very complex and heavy pixel shader for a video chip, containing numerous texture samples during ray tracing, dynamic branching and complex lighting calculations according to Strauss.

This test differs from the ones we conducted above in that the results depend not solely on the speed of mathematical calculations, the efficiency of branch execution, or the speed of texture fetches, but on everything at once. And to achieve high speed, the correct balance of the GPU is important here, as well as the efficiency of executing complex shaders.

In synthetics from 3DMark Vantage, Geforce and Radeon boards show approximately the same relative results as in similar tests from our test package. The new GeForce GTX 670 board, although it is ahead of the previous GTX 580, is 16% behind the top-end GTX 680. This test is also affected by simplifications in Kepler computational units; the efficiency of the new architecture in such tasks is lower than that of Fermi and GCN.

Therefore, in comparison with the competing AMD board from the Radeon HD 7900 family based on the latest GCN architecture, Nvidia's new product did not shine in the test. The new GeForce GTX 670 lost to the HD 7950 by more than 25%. So, in such computing tasks, AMD video cards still cope with the work more efficiently.

Feature Test 4: GPU Cloth

The test is interesting because it calculates physical interactions (fabric imitation) using a video chip. Vertex simulation is used, using the combined work of vertex and geometry shaders, with several passes. Use stream out to transfer vertices from one simulation pass to another. Thus, the execution performance of vertex and geometry shaders and the stream out speed are tested.

The rendering speed in this test depends on several parameters at once, but the main influencing factors are the performance of geometry processing, the efficiency of execution of geometry shaders, and the performance of ROP blocks. Due to the influence of geometric blocks, it is logical that Nvidia video cards perform well in this application, outperforming the corresponding Radeons.

The GeForce GTX 670 model presented today easily outperforms its competitor in the form of the Radeon HD 7950 model. Since this is one of the tests in which the advantage of Nvidia solutions with several geometric blocks is visible, even the top AMD solution is left behind. It is also interesting that the new product based on the GK104 chip presented today is quite a bit ahead of the outdated model based on the GF110 chip - the difference between them is only slightly more than 1%. Most likely, bandwidth limitations or low fill rates are to blame.

Feature Test 5: GPU Particles

Test of physical simulation of effects based on particle systems calculated using a video chip. Vertex simulation is also used, each vertex representing a single particle. Stream out is used for the same purpose as in the previous test. Several hundred thousand particles are calculated, all are animated separately, and their collisions with the height map are also calculated.

Similar to one of our RightMark3D 2.0 tests, particles are rendered using a geometry shader that creates four vertices from each point to form a particle. But the test most of all loads shader units with vertex calculations; stream out is also tested.

The results of this test from the 3DMark Vantage package would be similar to those we saw in the previous diagram, if not for the difference in speed between the GeForce GTX 580 based on the Fermi architecture. This is one of the very few tests in which new boards based on a chip with the Kepler architecture are significantly inferior to the best representative of the Fermi architecture. And in the case of this test, the comparative results are most likely explained by the fill rate indicator, because its peak value is higher in the GTX 580.

But if we compare the speed of the GeForce GTX 670 with the performance of its main rival, then the new Nvidia product is expected to be ahead - and by 30%. In the two synthetic tissue and particle simulation tests from the 3DMark Vantage benchmark suite, which make extensive use of geometry shaders, little has changed - although Nvidia's new boards are limited low performance PSP and fill rate, the GTX 670 is still faster than the Radeon HD 7950.

Feature Test 6: Perlin Noise

The last feature test of the Vantage package is a mathematically intensive test of the video chip; it calculates several octaves of the Perlin noise algorithm in the pixel shader. Each color channel uses its own noise function to put more stress on the video chip. Perlin noise is a standard algorithm often used in procedural texturing, it uses a lot of mathematical calculations.

In a purely mathematical test from the Futuremark package, showing the peak performance of video chips in extreme tasks, we see a different distribution of results compared to similar tests from our test package. In this case, the performance of the solutions does not fully correspond to the theory and is at odds with what we saw earlier in mathematical tests from the RightMark 2.0 package.

It is clear that video cards based on AMD's GCN architecture chips cope with such tasks perfectly, Radeon cards always show best results in cases where relatively simple but very intensive mathematics is performed. Therefore, it is no wonder that AMD’s top solution became the leader, and the Geforce GTX 670 model being reviewed today was inferior to its direct rival Radeon HD 7950 by more than 20%.

Both models based on GK104 chips have clearly too low efficiency in this task. In theory, the GTX 680 should be twice as fast as the GTX 580, but no such difference was noted in reality. Even in a relatively simple test, the Kepler architecture chip shows reduced efficiency when executing shader programs, since there are no other explanations - the same lower bandwidth should not affect this.

Direct3D 11: Compute Shaders

To test Nvidia's new solution on tasks that use new DirectX 11 features like tessellation and compute shaders, we used samples from the SDKs and demos from Microsoft, Nvidia, and AMD.

First we'll look at tests that use Compute shaders. Their appearance is one of the most important innovations in the latest versions of the DX API, they are already used in modern games to perform various tasks: post-processing, simulations, etc. The first test shows an example of HDR rendering with tone mapping from the DirectX SDK, with post-processing , using pixel and compute shaders.

Although this is not the most successful example for computational shaders, it shows the difference in performance in one specific task. There is practically no difference in the speed of calculations in computational and pixel shaders for Nvidia boards with video chips of the Kepler architecture, as well as for AMD boards. Judging by previous tests, the results in the problem clearly depend not only on mathematical power and not only on the efficiency of calculations, but also on something else, like bandwidth.

Moving on to specific solutions, we note that the new Nvidia product in this test lags behind the older GTX 680 quite a bit, but the Radeon HD 7970 is inferior. Unfortunately, we do not have the results of the competing Radeon HD 7950 in DX11 tests. But there is the Radeon HD 7870, which is cheaper and clearly slower in these tasks. The second compute shader test is also taken from the Microsoft DirectX SDK and shows a computational N-body gravity problem - a simulation of a dynamic particle system that is subject to physical forces such as gravity.

In this test, the results are completely different, and the difference between the GeForce GTX 680 and the new GTX 670 was more than 18%, which is very close to the theoretical differences between these models. But in general, Kepler does an excellent job, since the Geforce GTX 670 is not only faster than the HD 7870, which is not its competitor, but also outperforms the top AMD board. So this test is unlikely to measure the speed of simple mathematical calculations.

Most likely, its speed is highly dependent on the efficiency of complex calculations, in which Nvidia was previously strong. In general, the result of the new product is very good, especially considering the significant gap even from the best board of the competitor. Performance tests in tessellation tasks will most likely show another strong side of the new GeForce.

Direct3D 11: Tessellation Performance

Compute shaders are very important, but another important innovation in Direct3D 11 is hardware tessellation. We looked at it in great detail in our theoretical article about the Nvidia GF100. Tessellation has been used for quite some time in DX11 games, such as STALKER: Call of Pripyat, DiRT 2, Aliens vs Predator, Metro 2033, Civilization V, Crysis 2, Battlefield 3 and others. Some of them use tessellation for character models, others use tessellation to simulate realistic water surface or landscape.

There are several different schemes for partitioning graphic primitives (tessellation). For example, phong tessellation, PN triangles, Catmull-Clark subdivision. Thus, the PN Triangles partitioning scheme is used in STALKER: Call of Pripyat, and in Metro 2033 - Phong tessellation. These methods are relatively quickly and easily implemented into the game development process and existing engines, which is why they have become popular.

The first tessellation test will be the Detail Tessellation example from the ATI Radeon SDK. It implements not only tessellation, but also two different pixel-by-pixel processing techniques: simple normal map overlay and parallax occlusion mapping. Well, let's compare AMD and Nvidia DX11 solutions in different conditions:

As we have already seen, parallax occlusion mapping on video cards from both manufacturers is much less efficient than tessellation, and tessellation does not significantly reduce performance - compare the upper and lower columns in the diagram. That is, high-quality imitation of geometry using pixel calculations provides worse performance than real geometry with tessellation and displacement mapping.

In a simple bump mapping test, it is clear that the boards most likely run into memory bandwidth. This is why the Radeon HD 7970 is so strong and outperforms even the GeForce GTX 680, not to mention today's new product. The second subtest with more complex pixel calculations showed that the efficiency of performing complex mathematical calculations in pixel shaders for GCN architecture chips is still higher than for Nvidia GPUs. The top video card of the Radeon HD 7000 family showed the best result in the parallax mapping test, and even the relatively cheap HD 7870 outperformed the GTX 670 presented today in this subtest.

And in the most interesting tessellation subtest, we can note the results of Radeon video cards - they are very strong. In this tessellation test, the division of triangles is moderate (we know from our previous materials that the subtest is not entirely limited to geometry processing speed), and therefore AMD boards do not lose too much performance, and their speed reserve is enough to show the best results. Particularly surprising is the Radeon HD 7870, which, due to the high clock speed of the GPU and optimizations in drivers, has overtaken even the top video card.

The second tessellation performance test will be another example for 3D developers from the ATI Radeon SDK - PN Triangles. Actually, both examples are also included in the DX SDK, so we are sure that game developers create their code based on them. We tested this example with different tessellation factors to understand how much impact changing it has on overall performance.

In this example, we see a more plausible comparison of the geometric power of various solutions. All modern chips handle light to medium geometric workloads quite well, but Nvidia GPUs remain unsurpassed in the toughest conditions. Unfortunately, we do not have results with the maximum tessellation level (tessellation factor = 19) for the Radeon HD 7870; we wrote about the reasons in the corresponding review.

All chips from the Fermi and Kepler architectures are good at such tasks, but the top solutions in the GeForce GTX 600 line are the best in these indicators. The GTX 670 solution presented today is only slightly inferior to the top-end GTX 680 model, and outperforms the Radeon HD 7970 in average conditions by almost two times, and in the most difficult conditions by more than three times. Although the GCN architecture chips were noticeably faster in tessellation, this did not allow them to catch up with the GK104.

Let's take a look at the results of another test, the Nvidia Realistic Water Terrain demo, also known as Island. This demo uses tessellation and displacement mapping to render realistic-looking ocean surfaces and terrain.

Let us recall that Island is not a purely synthetic test for measuring only geometric performance; it contains complex pixel and computational shaders, too, and such a load is closer to real games that use all GPU blocks at once, and not just geometric ones, as in previous benchmark.

We tested the demo at four different tessellation ratios, in this case the setting is called Dynamic Tessellation LOD. And if at the very first triangle partitioning factor, when the speed is not limited by the performance of geometric blocks, AMD video cards are very strong, then when the geometric work becomes more complex, Nvidia cards begin to win seriously. As the partitioning factor and scene complexity increase, the performance of both Radeons drops quite significantly, even despite obvious software optimizations in the case of the Radeon HD 7870.

The presented new Nvidia product is inferior to the GTX 680 in heavy modes by up to 9-11%, but it wins too much over the top competing Radeon HD 7970. Although the number of geometric blocks in GK104 did not increase, the increased clock speed of the video chip and greater mathematical power allowed the boards of the new family to show even stronger results. The latest solutions from AMD have seriously improved geometric performance and in real applications, where there are no ultra-high degrees of triangle partitioning, they are practically not inferior to Nvidia solutions, but in synthetic geometry tests the winner is always known in advance.

Conclusions on synthetic tests

Based on the results of synthetic tests of the new model of the Geforce GTX 670 video card, based on the “cut down” GK104 graphics processor of the Kepler architecture, as well as the results of other models of video cards produced by both manufacturers of discrete video chips, we can conclude that the new near-top solution from Nvidia will become one of the most profitable video cards in the upper price segment. Even in terms of technical characteristics and synthetic tests, the gap between the new model and the GeForce GTX 680 turned out to be not so great, which means that excellent results will be shown in games.

We have already reviewed the GK104 graphics processor earlier; it is the first-born of the new Kepler architecture and is made using the most advanced technical process to date. The new architecture chip has several improvements, the main ones of which are aimed at increasing energy efficiency. Our set of synthetic tests showed that the GeForce GTX 670's performance in almost all tasks is close to the GeForce GTX 680 and Radeon HD 7970, and is often higher than that of the competing Radeon HD 7950 model. Not to mention geometry tests, where Nvidia solutions have an advantage just huge.

Among the shortcomings, we again note the reduced efficiency of the new GPU in some tests of complex pixel shaders, such as Parallax Occlusion Mapping and Fur, in which the new board is inferior to its rival in the form of Radeon HD 7950, as well as limited video memory bandwidth and its size. In some games, these restrictions may not allow the new product to show all its capabilities. On the other hand, these shortcomings extend back to the GTX 680, and in the GTX 670 it was simply impossible to install more fast memory larger volume - they left everything the same, and thanks for that.

Thanks to architectural changes in Kepler, Nvidia has improved the energy efficiency characteristics of its top solutions, including the Geforce GTX 670. The new GK104 chip has very high performance, while consuming not much energy - according to official data, less than the Radeon HD 7950. This has improved consumer characteristics, and the Geforce GTX 670 video card should become a very good offer for those enthusiasts who do not want to buy the most expensive top solutions.

We are confident that the good results of the new GeForce GTX 670 model in most synthetic tests will be supported by excellent performance in gaming applications from our test set. The new product should show high speed in games compared to its rivals and become one of the most attractive video cards in its price segment.

NVIDIA has released a simplified version based on the GK104 graphics processor - GeForce GTX 670. Against the backdrop of the high performance of the older model, many also expect good results from the younger one. The GeForce GTX 670 has lost one SMX multiprocessor, so it operates with 1344 stream processors instead of 1536 in the full-fledged GK104 version. The number of texture units has decreased from 128 to 112. The 256-bit bus has remained unchanged, and the memory itself operates at the same frequency of 6 GHz as the older card. The GPU frequency is reduced to 915 MHz, Boost Clock is stated at 980 MHz. But, as we will see, the actual frequency is consistently higher than 1 GHz.

Even before its release, the GeForce GTX 670 attracted the attention of many users thanks to its unusual design with a shortened board. For such a productive and expensive solution, such savings do not bode well. This has created a wary attitude towards reference video cards. Well, we will find out what they actually are using the example of a model from MSI.

Supplied in a medium sized box.


Additionally included:

  • DVI/D-Sub adapter;
  • two power adapters from two molex 4-pin to PCI-E 6-pin;
  • disk with software;
  • instructions.
At first glance, the video card is quite standard and there is nothing unusual about it. This is an ordinary “turbine”, but it looks simpler than its older brother - no glossy surfaces, simple plastic and a simple design. There are not even stickers on the front side; only the logo on the fan indicates that it belongs to MSI.



But if you look from the other side, a surprise awaits you. The board is much shorter than the entire structure and the fan is screwed to a plastic tray. The GeForce GTX 560 SE had a similar design, which was almost never delivered to us. Well, regular readers of our site may also remember non-standard models of the GTX 560 series from KFA2 with short boards.


Due to this length of the PCB, the power connectors are located closer to the center of the video card.


The rear panel has a full-length DisplayPort, HDMI and a pair of DVI. There are few holes for blowing air.


Under the massive plastic casing there is a medium-sized radiator with a copper base.


A significant part of the internal volume is occupied by a compartment with a fan. The latter does not have any markings or identification marks. Screwed to the plastic bottom through a soft vibration-damping gasket.


The GPU heatsink has a simple design, reminiscent of the heatsinks of the Radeon HD 3870 or even older video cards. A massive base and a series of slightly curved fins through which the air forced by the fan passes. At the top and sides, in places of contact with the plastic case, there are also vibration-damping pads.



The cooling system is much more modest than the cooler of the older GeForce GTX 680. Plus, there is no heatsink on the memory chips. It is installed on the power system components. Moreover, it is quite tall and large - it’s gratifying that at least they didn’t save on this.


The installation of elements on the board is very tight and is done on both sides. Memory chips are also located on both sides of the PCB. Despite the tiny dimensions of the board, NVIDIA engineers implemented a four-phase GPU power supply system and two-phase GDDR5 memory power supply. There are two SLI connectors, which will allow you to combine three video cards in one system.


The GPU voltage is controlled by the NCP5392P chip.


Full markings of the GK104-325-A2 processor. Starting from the 600th series, NVIDIA flagships do not have a heat distribution cover.


Two gigabytes of video memory are equipped with eight Hynix H5GQ2H24AFR R0C chips.


The prefix OC in the model name indicates a slight factory overclocking. In this case, it affected only the GPU frequency. From 915 MHz it is overclocked to 967 MHz, and Boost Clock is increased to 1046 MHz.


At 24 degrees indoors, our standard 12-minute test in Crysis: Warhead brought the card to 81°C with the case open. At the same time, as can be seen from the lower screenshot of monitoring parameters in MSI Afterburner 2.2.1, the real GPU frequency was almost always at 1097 MHz. The peak frequency reached 1176 MHz, but such jumps are rare and were observed at the start of the test demo recording with minimal load on the video card. The fan spun up to 2300 rpm. It doesn’t seem to be very much (about the same as the GeForce GTX 680), but the noise was unpleasant, reminiscent of a rumble. Therefore, the younger card causes more acoustic discomfort than its older brother. Either this is the effect of the rattling of the plastic case, or the consequences of saving on a high-quality bearing.
Previously, we have repeatedly resorted to reducing noise when lowering voltage. But in this case this will not work. The voltage does not depend on the user's manual adjustments (although there is a corresponding slider in MSI Afterburner). Everything is tied to the power of the video card. Voltages and frequencies vary depending on load and power consumption. Therefore, you can actually reduce voltage and power consumption by lowering the corresponding limit in the MSI Afterburner settings. However, in this case, Boost will also be reduced - the video card will operate at lower frequencies.

By the way, the frequency increase delta for MSI and all GTX 670 video cards with factory overclocking is slightly larger than that of the version with standard frequencies. For our testing, we also needed the regular version. It was possible to reduce the base frequency to such a level that in Boost mode the card would operate at frequencies identical to those given in other reviews. Or you could flash the BIOS with standard values. We used the latter option and at the same time tested the map in Crysis: Warhead as a full reference.


The resulting temperatures and speeds are almost the same as those demonstrated earlier. It looks like both BIOSes have the same power limit. Although the frequency dropped, and in Crysis the card already worked at 1045 MHz.

Note that among all our test applications, the card consumed the most power in Hard Reset. Accordingly, the frequencies in this game were the lowest. At 967 MHz, acceleration was limited to 1033-1045 MHz.


With the BIOS from the regular version of the GTX 670 at a standard frequency of 915 MHz, the graphics processor was accelerated to 993-1006 MHz.
The frequency did not drop anywhere below the official Boost Clock.

For overclocking, we raised the power limit to the maximum to provide maximum Boost. The base frequency was only raised by 50 MHz, i.e. up to 1017 MHz. Boost Clock now reaches 1096 MHz, but the maximum possible frequency is 1239 MHz, while the video card mainly worked at 1200-1228 MHz. The memory was able to operate stably at 6840 MHz, which is identical to the result of the reference GeForce GTX 680 from Zotac, which we visited earlier.



The fan speed was fixed at the maximum value. The noise, of course, was already very high. In quiet mode, the video card was unstable at these frequencies.
Characteristics of tested video cards

For comparison, we used participants from recent surveys. This is Zotac GeForce GTX 680, MSI R7970 Lightning, MSI R7950 Twin Frozr 3GD5/OC, MSI R7870 Twin Frozr 2GD5/OC, Zotac GeForce GTX 580 AMP! Edition and GTX 570 AMP! Edition together with the reference Radeon HD 6950, flashed into the Radeon HD 6970. The latest video adapter was tested only at nominal frequencies, its overclocking is meager and for the sake of an additional couple of percent we did not waste time. Factory overclocked MSI video cards acted as standard video adapters; their frequencies and operating voltages were reduced. Since our main task was to identify the performance level of the regular GeForce GTX 670, the MSI N670GTX-PM2D2GD5/OC adapter at its factory frequencies was tested in only half of the applications, which is quite enough to evaluate the capabilities of this particular model.

We also decided to make some adjustments to the frequency designations on the tables and graphs. Since NVIDIA video cards still operate at frequencies higher than the official Boost Clock, we now indicate the full range of operating frequencies from the initial 915 MHz or 967 MHz to the maximum possible in Boost mode.

Characteristics of NVIDIA video cards

Video adapter GeForce GTX 680 GeForce GTX 670 GeForce GTX 580 GeForce GTX 570
Core GK104 GK104 GK104 GF110 GF110
3500 3500 3500 3000 3000
Technical process, nm 28 28 28 40 40
Core area, sq. mm 294 294 294 520 520
1536 1344 1344 512 480
Number of texture blocks 128 112 112 64 60
Number of rendering units 32 32 32 48 40
Core frequency, MHz 1006-1100 967-1189 915-1124 772 732
Shader domain frequency, MHz 1006-1100 967-1189 915-1124 1544 1464
Memory bus, bit 256 256 256 384 320
Memory type GDDR5 GDDR5 GDDR5 GDDR5 GDDR5
Memory frequency, MHz 6008 6008 6008 4008 3800
Memory capacity, MB 2048 2048 2048 1536 1280
11.1 11.1 11.1 11 11
Interface PCI-E 3.0 PCI-E 3.0 PCI-E 3.0 PCI-E 2.0 PCI-E 2.0
195 170 170 244 219

Characteristics of AMD video cards

Video adapter Radeon HD 7970 Radeon HD 7950 Radeon HD 7870 Radeon HD 6970
Core Tahiti Tahiti Pitcairn Cayman XT
Number of transistors, million pieces 4312 4312 2800 2640
Technical process, nm 28 28 28 40
Core area, sq. mm 365 365 212 389
Number of stream processors 2048 1792 1280 1536
Number of texture blocks 128 112 80 96
Number of rendering units 32 32 32 32
Core frequency, MHz 925 800 1000 880
Memory bus, bit 384 384 256 256
Memory type GDDR5 GDDR5 GDDR5 GDDR5
Memory frequency, MHz 5500 5000 4800 5500
Memory capacity, MB 3072 3072 2048 2048
Supported DirectX Version 11.1 11.1 11.1 11.1
Interface PCI-E 3.0 PCI-E 3.0 PCI-E 3.0 PCI-E 3.0
Declared load power, W 250 200 175 190

Test bench

The test bench configuration is as follows:

  • processor: Core i7-975 EE ([email protected] GHz, BCLK 173 MHz);
  • cooler: Thermalright Venomous X;
  • motherboard: Gigabyte GA-X58A-UD3R (Intel X58 Express);
  • memory: G.Skill F3-12800CL8T-6GBRM (3x2GB, DDR3-1600@1730 MHz, 8-8-8-24-1T);
  • hard drive: Hitachi HDS721010CLA332 (1 TB, SATA2, 7200 rpm);
  • power supply: Seasonic SS-750KM (750 W);
  • operating system: Windows 7 Ultimate x64;
  • Radeon driver: ATI Catalyst 12.3;
  • GeForce GTX 580 driver: NVIDIA GeForce 296.10;
  • GeForce GTX 680 driver: NVIDIA GeForce 301.10.
  • GeForce GTX 670 driver: NVIDIA GeForce 301.34.
User Account Control, Superfetch, Windows Defender, and visual interface effects were disabled in the operating system. Driver settings are standard, no changes. The testing methodology is described. Gaming applications are arranged in alphabetical order.

Test results


Before moving on to the test results, let’s make a small digression and remind you that we noticed a funny “bug” in the game on NVIDIA video cards, when the performance was lower before minimizing and maximizing the application. Therefore, on these video cards, tests were carried out after the magical Alt+Tab combination, but for Radeon no manipulations were performed.


There is a negligible difference between the GeForce GTX 680 and the GeForce GTX 670. The younger card is even slightly better in terms of minimum fps. But its driver is also a little newer, which indicates that the new NVIDIA software is better optimized for this game. However, even the new driver did not overclock the card - it was inferior in all respects to its brother GTX 680. Among the competitors of the red camp, the GeForce GTX 670 is inferior to the Radeon HD 7970 in nominal terms. minimum indicator the Radeon HD 7950 wins one frame. As frequencies increase, this AMD card more confidently outperforms its new competitor.


First, let's look at the test results at maximum quality settings without PhysX.


The minimum lag between the GeForce GTX 670 and the GeForce GTX 670 is 8% in terms of average game fps and 4% in terms of minimum. Both new Kepler-based products are significantly ahead of all other participants in terms of average - the GTX 670 has a 38% advantage over the HD 7970. But the leaders' drawdowns are greater than those of the old GeForce GTX 580 and Radeon HD 7970. When overclocked, no one again can compete with NVIDIA's new products, but only in terms of average fps.


When physical effects are enabled, the GeForce GTX 670 suddenly outperforms its older brother by 6% in average fps, although it loses one frame at the minimum. It seems that the better optimization of the newer driver for the Kepler architecture is again having an effect, which gives the advantage to the younger card. It is quite logical to expect great results from the GTX 680 with such a driver.



There are no surprises in the popular shooter. GeForce GTX 670 takes second place, trailing the older card by up to 8%. The MSI N670GTX-PM2D2GD5/OC has an advantage over the regular version of up to 5%. The Radeon HD 7970 loses to the reference GeForce GTX 670 by 19% on average and 22% on minimum. The old GeForce GTX 580 is weaker than the new one by 26% and 31%, and with its predecessor GeForce GTX 570 the difference reaches a huge 50%.



The first Crysis and the Warhead expansion are still some of the best-looking games. And the GeForce GTX 670 again pleases with its high performance, trailing the older card by only 6% in average fps and 1% in minimum. Radeon HD 7970 loses 7% at the minimum and 2% at the average. The difference with the Radeon HD 7950 is already 23% and 18%. The GeForce GTX 580 lag reaches 15-18%.



NVIDIA video cards demonstrate high average fps, but the drawdowns in scenes with a lot of particles and splashes are more noticeable than on older Radeons. In this test, the GeForce GTX 670 comes close to the AMD flagship in terms of average frame rate, losing only 1.4% to it, but in terms of the minimum indicator it is slightly inferior to the Radeon HD 7950. The difference with the GeForce GTX 680 is again small and does not exceed 7%. The overclocked GeForce GTX 670 confidently outperforms the overclocked Radeon HD 7950 on average, but is at the minimum level of the overclocked Radeon HD 7870.



The GeForce GTX 670 is second only to its older brother and confidently outperforms the Radeon HD 7970 by 15%. The MSI N670GTX-PM2D2GD5/OC has a 3% advantage over the reference. When overclocked, the GTX 670 retains second place - AMD's souped-up flagship is 12% slower.



The Deus Ex game favors AMD solutions, although system requirements The game has low frame rates and all participants provide very high frame rates. The difference between video cards based on GK104 is again small - about 3% for minimum fps and 10% for average. The video adapter in question has approximate parity with the Radeon HD 7950 - the GTX 670 is slightly better in terms of the average, but worse in terms of the minimum. But when overclocking, the advantage of the AMD card is more significant - up to 27% according to the minimum indicator.



NVIDIA cards are again taking the lead. Noteworthy is the minuscule difference in minimum fps between the older and younger Kepler. In terms of average fps, the GeForce GTX 670 loses to its brother by 12%. Factory overclocking gives MSI a tiny 2% performance boost. The gap between the Radeon HD 7970 and the new product is 5-6%. Radeon HD 7950 loses to GeForce GTX 670 by 26%. When overclocked, the Radeon HD 7970 still snatches victory over its competitor, but with a tiny margin.



does not bring any confusion: again there is a small difference between the GeForce GTX 680 and GeForce GTX 670 and again the Radeon HD 7970 takes only third place. This time the advantage of the new product over the AMD flagship is 18% in terms of minimum fps and 11% in terms of average. The lag of the Radeon HD 7950 is even more impressive - 33% and 28%. The old GeForce GTX 580 is weaker than the new one by 24% and 22%, with the predecessor GTX 570 the difference reaches 47% and 40%.



The game actively uses complex tessellation, and AMD solutions here have always been weaker than their competitors. The GeForce GTX 670 quite expectedly outperforms the Radeon HD 7970 - by 11% in average fps and by an impressive 30% in minimum fps. The gap from its older brother reaches 11% according to the minimum indicator and 7% according to the average. A slight factory overclock gives MSI a 2-3% advantage over the reference.




But AMD video cards are taking revenge. The GeForce GTX 670 is weaker not only than the Radeon HD 7970, but also the Radeon HD 7950. Moreover, the most noticeable lag is in the heaviest mode with anti-aliasing. Perhaps the potential of new NVIDIA solutions is limited by memory bandwidth. The advantage of the GeForce GTX 670 over the GeForce GTX 580 in this test is the lowest - from 2 to 5%.



The third part of Saints Row is distinguished by its love for NVIDIA video cards. The Radeon HD 7970 is weaker even than the GeForce GTX 570; there is no talk of competing with the GeForce GTX 670. The latter loses to its older brother, GeForce GTX 680, by no more than 8%, which is easily made up when overclocked.



At maximum quality settings, “Serious Sam 3” poses a serious load for modern video cards. Although the GeForce GTX 670 produces more than 40 fps, there are drops of up to 26 frames. According to the minimum indicator, the difference with the GeForce GTX 680 reaches 13%, and on average - 8%. The newcomer is 4-6% faster than the Radeon HD 7950, but loses to the Radeon HD 7970. It manages to compete with the flagships when overclocked to 1017/6840 MHz.

Sid Meier's Civilization 5



In this test, the GeForce GTX 670 has a very slight advantage over the GeForce GTX 580. The Radeon HD 7970 is more productive, but the Radeon HD 7950 is already weaker than the younger Kepler. The meager gain from overclocking and the same results for all AMD cards suggests that we are limited by the processor's performance. But it is interesting that even in this situation, NVIDIA solutions show little difference between each other and their results are higher than those of overclocked competitors from the red camp.



In Skyrim, we again see performance starting to be limited by the processing capabilities of the processor. There is little difference between the older cards, and the gain from overclocking is also modest. And again, all Radeons, upon reaching a certain level of performance, cannot overcome a fixed minimum fps threshold. But NVIDIA video cards can do this, and their advantage in this parameter during overclocking becomes very significant. But even without increasing frequencies, the regular version of the GeForce GTX 670 is faster than the flagship Radeon HD 7970. And MSI additional benefit in 1-2%.


In this game we tested with two anti-aliasing modes. The fact is that in 8x MSAA mode the standard gaming benchmark on the GeForce GTX 570 did not run due to insufficient video memory.


In the second “The Witcher”, the Radeon HD 7970 manages to slightly outperform the GeForce GTX 670 in terms of average game frame rates, but the drawdowns on the NVIDIA card are lower. With overclocking, AMD's flagship no longer leaves a chance for the GeForce GTX 670. With higher frequencies, the latter maintains a slight advantage over the forced Radeon HD 7950. It is possible to play comfortably with active “exorbitant quality” only on overclocked video cards.



The advantage of the GeForce GTX 670 over the Radeon HD 7970 is slightly less than 7%. The lag behind the GeForce GTX 680 is less than 12%. MSI N670GTX-PM2D2GD5/OC beats the reference by 3%. Overclocking the GeForce GTX 670 to frequencies of 1017-1239/6840 MHz gives a performance increase of 16.4%.

Energy consumption

Power consumption measurements were made in eight applications. For Radeon HD 7970, the voltage at nominal and overclocked is 1.17 V and 1.218 V; for Radeon HD 7950 - 0.993 V and 1.068 V; for Radeon HD 7870 - 1.15 V and 1.218 V. The reference GeForce GTX 580 operated at 1.0 V (1.012 V in Crysis 2) at nominal and 1.113 V when overclocked. The GeForce GTX 570 operated at a nominal voltage of 0.975 V and 1.05 V when overclocked. The voltage of both GK104-based graphics cards varies according to frequencies, which rise and fall depending on the power consumption.


The GeForce GTX 670 turned out to be more economical than the Radeon HD 7970, but more power-hungry than the Radeon HD 7950. Well, the old GeForce GTX 580 and GeForce GTX 570 have the highest appetites. With overclocking, the power consumption of the GeForce GTX 670 increases, but not much.

Conclusions

Testing showed a small difference between the GeForce GTX 670 and GeForce GTX 680, which often ranges from 5-12%. This lag is easily compensated by overclocking the lower card, which cannot but please potential buyers. Such high performance was made possible thanks to a small difference in the number of computational units and retention of memory bandwidth at the level of the older model. And it is also worth noting that in Boost mode the difference in the actual frequencies of the GeForce GTX 670 and GTX 680 is less than in the declared characteristics.

But the main thing is that the GeForce GTX 670 is NVIDIA’s most powerful blow to AMD’s position. The video card, which was potentially supposed to become a competitor to the Radeon HD 7950, has become a competitor to the Radeon HD 7970! Out of 18 test applications, AMD's flagship managed to win only 6: Alan Wake, Crysis 2, Deus Ex: Human Revolution, Metro 2033, Civilization 5 and Serious Sam 3. There are some controversial situations here and there. For example, with a significant lag in average fps in Batman, the top Radeon wins one frame according to the minimum indicator. But it’s still impossible to talk about a convincing advantage of the Radeon HD 7970 over the GeForce GTX 670 against the backdrop of such results. The AMD representative is greatly helped by overclocking. As frequencies increase, the scales tip much more often towards the Radeon HD 7970. And overclocking to 1140/7000 MHz is not the highest. Successful specimens are capable of more. However, all this is outweighed by the lower price of the GeForce GTX 670, which is only slightly more expensive than the Radeon HD 7950. Compared to such a competitor, Tahiti-based video cards lose all their attractiveness. The era of undivided reign of the Radeon HD 7950 and Radeon HD 7970 is over.

Based on performance alone, the GeForce GTX 670 has no equal. In its price category, this is the best buy. But the technical performance of this graphics accelerator is a little lame. Trying to save as much as possible, NVIDIA released a strange product with a shortened PCB and a mediocre cooling system. At not very high speeds the noise is very noticeable and unpleasant. In terms of noise, the junior video card turned out to be no better (or even worse) than the top models. Achieving complete acoustic comfort with a stock “turbine” is very problematic. It won't be possible to reduce the speed much - the cooler's potential is not the same. You cannot experiment with voltage; you can only lower the maximum power limit, reducing the maximum frequency in Boost mode. As a result, the only option to achieve acoustic comfort will be to purchase an alternative cooling system. Although it is better to immediately purchase one of the non-reference models with decent cooling.
— video cards GeForce GTX 680, GeForce GTX 580 AMP! Edition and GTX 570 AMP! Edition.

“...With the GeForce GTX 670, NVIDIA engineers have done incredible things. By cutting off one SMX block, they were able to reduce the price by 29% and at the same time lose some 5-10% of performance. With this situation, the new card becomes the best choice in the sector of top solutions. She

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Traditionally, after the launch of a top-end video card in a new line, manufacturers focus on the lower price segments. With the GeForce 600 series, everything turned upside down. The release of the GTX 680 was followed by the announcement and appearance on sale of the dual-core version of the GTX 690, which we talked about in the last issue of “Gaming” No. 6/2012 (see “Clash of Kings”). And only now NVIDIA has taken up lower versions. The first was the GTX 670, aimed at players who do not accept medium settings.

Minus one

As expected, the flagship's brother received the same crystal as the GTX 680 - GK104. Albeit a little cut down, at lower frequencies, but on a fresh architecture. On paper, he lost very little: out of eight SMX blocks, seven remained. This means that the stone lost only 192 stream processors, 16 texture engines, 32 sets of special calculations and one PolyMorph Engine. As a result, there are 1344 CUDA cores, 112 TMUs and seven tessellation engines. The base core speed decreased from 1006 MHz to 925 MHz, GPU Boost was set at 980 MHz. The memory in the GTX 670 is the same, for which many thanks to the engineers. There are four 64-bit controllers and 2 GB of GGDR5 at 6008 MHz.

Kepler technology has not gone away either. The most interesting are support for 3D Vision Surround on one card, FXAA and TXAA anti-aliasing, a discrete NVENC video transcoding chip, adaptive vertical sync and a couple of additional PhysX effects.

Less is more

The board itself has become a little shorter, 24 versus 25.5 cm for the GTX 680. It’s funny, but the PCB occupies only 17.5 cm of the total length, the rest is the cooling system casing. Underneath it lies a large aluminum radiator with heat pipes and a sound-insulated cylindrical fan, which drives air through all the elements and throws it outside the case. Among the unusual solutions, we note the power sockets that have moved to the I/O panel. To operate, you need a pair of 6-pin PCIe plugs, which together with the PCIe x16 port provide the required 170 W. The set of video outputs is normal: two DVI and one full-size DisplayPort with HDMI. However, you should not rely on the reference design. NVIDIA has lifted restrictions on upgrades, and almost all manufacturers have presented their versions of chips. At the time of launch, our retail price for the GTX 670 was about 15,500 rubles. The official price, to which price tags should fall in one and a half to two months, is 13,999 rubles, slightly more expensive than the GeForce GTX 580 and Radeon HD 7950 and 2,000 rubles cheaper than the HD 7970.

Low blow

The board came to our editorial office directly from the office NVIDIA, so we worked with the standard option. The stand was assembled on the motherboard Gigabyte GA-X58A-UD3R with processor Core i7-920, three sticks of RAM Kingston HyperX DDR3-1666 MHz 2 GB each and hard drive Kingston SSDNow. List of tests - 3DMark11, Unigine Heaven Benchmark 2.5, Just Cause 2, DiRT 2, Aliens vs. Predator And Batman: Arkham City. All settings were set to maximum, resolution - from 1680x1050, antialiasing - from 4x.

We guessed that the GTX 670 would be far from a weak video card and would most likely outperform its direct competitor, the Radeon HD 7950. Being four months late, NVIDIA could not lose, but it was not expected that the younger GeForce and HD 7970 would be thrown into the asphalt.

Even at the stage of synthetic tests, the GTX 670 brought its competitors 10-15%. In games (DiRT 2, Batman: Arkham City) the gap reached 30%. Of course, in some projects the NVIDIA representative gave in - for example, in Just Cause 2 and Aliens vs. Predator, but the final balance of power did not change.

With the GeForce GTX 670, NVIDIA engineers have done incredible things. By cutting off one SMX block, they were able to reduce the price by 29% and at the same time lose some 5-10% of performance. With this situation, the new card becomes the best choice in the sector of top solutions. It outperforms the HD 7950, which is comparable in price, and successfully competes with the much more expensive HD 7970. In general, if you want to set all settings to maximum and are not ready to pay 18,000 rubles for a GTX 680, then the GTX 670 will be an excellent buy , AMD has nothing to cover here.

Table 1.

Specifications

NVIDIA GeForce GTX 670

AMD Radeon HD 7950

AMD Radeon HD 7970

NVIDIA GeForce GTX 680

NVIDIA GeForce GTX 580

Number of transistors

NVIDIA GeForce GTX 670

AMD Radeon HD 7950

AMD Radeon HD 7970

NVIDIA GeForce GTX 680

NVIDIA GeForce GTX 580

Technical process

NVIDIA GeForce GTX 670

AMD Radeon HD 7950

AMD Radeon HD 7970

NVIDIA GeForce GTX 680

NVIDIA GeForce GTX 580

Number of stream processors

NVIDIA GeForce GTX 670

AMD Radeon HD 7950

AMD Radeon HD 7970

NVIDIA GeForce GTX 680

NVIDIA GeForce GTX 580

Graphics core frequency

NVIDIA GeForce GTX 670

AMD Radeon HD 7950

AMD Radeon HD 7970

NVIDIA GeForce GTX 680

NVIDIA GeForce GTX 580

Stream processor frequency

NVIDIA GeForce GTX 670

AMD Radeon HD 7950

AMD Radeon HD 7970

NVIDIA GeForce GTX 680

NVIDIA GeForce GTX 580

Type, memory capacity

NVIDIA GeForce GTX 670

AMD Radeon HD 7950

AMD Radeon HD 7970

NVIDIA GeForce GTX 680

NVIDIA GeForce GTX 580

Memory frequency

NVIDIA GeForce GTX 670

AMD Radeon HD 7950

AMD Radeon HD 7970

NVIDIA GeForce GTX 680

NVIDIA GeForce GTX 580

Data bus

NVIDIA GeForce GTX 670

AMD Radeon HD 7950

AMD Radeon HD 7970

NVIDIA GeForce GTX 680

NVIDIA GeForce GTX 580

Number of texture blocks

NVIDIA GeForce GTX 670

AMD Radeon HD 7950

AMD Radeon HD 7970

NVIDIA GeForce GTX 680

NVIDIA GeForce GTX 580

Number of rasterization blocks

NVIDIA GeForce GTX 670

AMD Radeon HD 7950

AMD Radeon HD 7970

NVIDIA GeForce GTX 680

NVIDIA GeForce GTX 580

Energy consumption

NVIDIA GeForce GTX 670

AMD Radeon HD 7950

AMD Radeon HD 7970

NVIDIA GeForce GTX 680

NVIDIA GeForce GTX 580

Board length

NVIDIA GeForce GTX 670

AMD Radeon HD 7950

AMD Radeon HD 7970

NVIDIA GeForce GTX 680

NVIDIA GeForce GTX 580

Interface

NVIDIA GeForce GTX 670

AMD Radeon HD 7950

AMD Radeon HD 7970

NVIDIA GeForce GTX 680

NVIDIA GeForce GTX 580

Price as of May 2012

NVIDIA GeForce GTX 670

13,999 rubles

AMD Radeon HD 7950

13,500 rubles

AMD Radeon HD 7970

16,000 rubles

NVIDIA GeForce GTX 680

18,000 rubles

NVIDIA GeForce GTX 580

12,700 rubles

Table 2.

Synthetic tests

3DMark11

NVIDIA GeForce GTX 670

XFX R7970 Double Dissipation

NVIDIA GeForce GTX 680

NVIDIA GeForce GTX 670

Sapphire HD 7950 (800/5000 MHz)

XFX R7970 Double Dissipation

NVIDIA GeForce GTX 680

ZOTAC GeForce GTX 580 AMP! Edition (772/4008 MHz)

NVIDIA GeForce GTX 670

Sapphire HD 7950 (800/5000 MHz)

XFX R7970 Double Dissipation

NVIDIA GeForce GTX 680

ZOTAC GeForce GTX 580 AMP! Edition (772/4008 MHz)

NVIDIA GeForce GTX 670

Sapphire HD 7950 (800/5000 MHz)

XFX R7970 Double Dissipation

NVIDIA GeForce GTX 680

ZOTAC GeForce GTX 580 AMP! Edition (772/4008 MHz)

Unigine Heaven Benchmark 2.5

NVIDIA GeForce GTX 670

Sapphire HD 7950 (800/5000 MHz)

XFX R7970 Double Dissipation

NVIDIA GeForce GTX 680

ZOTAC GeForce GTX 580 AMP! Edition (772/4008 MHz)

NVIDIA GeForce GTX 670

Sapphire HD 7950 (800/5000 MHz)

XFX R7970 Double Dissipation

NVIDIA GeForce GTX 680

ZOTAC GeForce GTX 580 AMP! Edition (772/4008 MHz)

NVIDIA GeForce GTX 670

Sapphire HD 7950 (800/5000 MHz)

XFX R7970 Double Dissipation

NVIDIA GeForce GTX 680

ZOTAC GeForce GTX 580 AMP! Edition (772/4008 MHz)

Table 3.

Gaming tests (frames per second)

Aliens vs. Predator (DX11)

VeryHigh, 1680x1050, AF 16x, AA 2x

NVIDIA GeForce GTX 670

Sapphire HD 7950 (800/5000 MHz)

XFX R7970 Double Dissipation

NVIDIA GeForce GTX 680

ZOTAC GeForce GTX 580 AMP! Edition (772/4008 MHz)

VeryHigh, 1680x1050, AF 16x, AA 4x

NVIDIA GeForce GTX 670

Sapphire HD 7950 (800/5000 MHz)

XFX R7970 Double Dissipation

NVIDIA GeForce GTX 680

ZOTAC GeForce GTX 580 AMP! Edition (772/4008 MHz)

VeryHigh, 1920x1080, AF 16x, AA 2x

NVIDIA GeForce GTX 670

Sapphire HD 7950 (800/5000 MHz)

XFX R7970 Double Dissipation

NVIDIA GeForce GTX 680

ZOTAC GeForce GTX 580 AMP! Edition (772/4008 MHz)

VeryHigh, 1920x1080, AF 16x, AA 4x

NVIDIA GeForce GTX 670

Sapphire HD 7950 (800/5000 MHz)

XFX R7970 Double Dissipation

NVIDIA GeForce GTX 680

ZOTAC GeForce GTX 580 AMP! Edition (772/4008 MHz)

NVIDIA GeForce GTX 670

Sapphire HD 7950 (800/5000 MHz)

XFX R7970 Double Dissipation

NVIDIA GeForce GTX 680

ZOTAC GeForce GTX 580 AMP! Edition (772/4008 MHz)

DiRT 2 (DX11)

NVIDIA GeForce GTX 670

Sapphire HD 7950 (800/5000 MHz)

XFX R7970 Double Dissipation

NVIDIA GeForce GTX 680

ZOTAC GeForce GTX 580 AMP! Edition (772/4008 MHz)

NVIDIA GeForce GTX 670

Sapphire HD 7950 (800/5000 MHz)

XFX R7970 Double Dissipation

NVIDIA GeForce GTX 680

ZOTAC GeForce GTX 580 AMP! Edition (772/4008 MHz)

NVIDIA GeForce GTX 670

Sapphire HD 7950 (800/5000 MHz)

XFX R7970 Double Dissipation

NVIDIA GeForce GTX 680

ZOTAC GeForce GTX 580 AMP! Edition (772/4008 MHz)

NVIDIA GeForce GTX 670

Sapphire HD 7950 (800/5000 MHz)

XFX R7970 Double Dissipation

NVIDIA GeForce GTX 680

ZOTAC GeForce GTX 580 AMP! Edition (772/4008 MHz)

NVIDIA GeForce GTX 670

Sapphire HD 7950 (800/5000 MHz)

XFX R7970 Double Dissipation

NVIDIA GeForce GTX 680

ZOTAC GeForce GTX 580 AMP! Edition (772/4008 MHz)

Just Cause 2 (DX11)

High, 1680x1050, AF 16x, AA 4x

NVIDIA GeForce GTX 670

Sapphire HD 7950 (800/5000 MHz)

XFX R7970 Double Dissipation

NVIDIA GeForce GTX 680

ZOTAC GeForce GTX 580 AMP! Edition (772/4008 MHz)

High, 1680x1050, AF 16x, AA 8x

NVIDIA GeForce GTX 670

Sapphire HD 7950 (800/5000 MHz)

XFX R7970 Double Dissipation

NVIDIA GeForce GTX 680

ZOTAC GeForce GTX 580 AMP! Edition (772/4008 MHz)

High, 1920x1080, AF 16x, AA 4x

NVIDIA GeForce GTX 670

Sapphire HD 7950 (800/5000 MHz)

XFX R7970 Double Dissipation

NVIDIA GeForce GTX 680

ZOTAC GeForce GTX 580 AMP! Edition (772/4008 MHz)

High, 1920x1080, AF 16x, AA 8x

NVIDIA GeForce GTX 670

Sapphire HD 7950 (800/5000 MHz)

XFX R7970 Double Dissipation

NVIDIA GeForce GTX 680

ZOTAC GeForce GTX 580 AMP! Edition (772/4008 MHz)

NVIDIA GeForce GTX 670

Sapphire HD 7950 (800/5000 MHz)

XFX R7970 Double Dissipation

NVIDIA GeForce GTX 680

ZOTAC GeForce GTX 580 AMP! Edition (772/4008 MHz)

Batman: Arkham City (DX11, Full PhysX)

Ultra, 1680x1050, AF 16x, AA 4x

NVIDIA GeForce GTX 670

Sapphire HD 7950 (800/5000 MHz)

XFX R7970 Double Dissipation

NVIDIA GeForce GTX 680

ZOTAC GeForce GTX 580 AMP! Edition (772/4008 MHz)

Ultra, 1680x1050, AF 16x, AA 8x

NVIDIA GeForce GTX 670

Sapphire HD 7950 (800/5000 MHz)

XFX R7970 Double Dissipation

NVIDIA GeForce GTX 680

ZOTAC GeForce GTX 580 AMP! Edition (772/4008 MHz)

Ultra, 1920x1080, AF 16x, AA 4x

NVIDIA GeForce GTX 670

Sapphire HD 7950 (800/5000 MHz)

XFX R7970 Double Dissipation

NVIDIA GeForce GTX 680

ZOTAC GeForce GTX 580 AMP! Edition (772/4008 MHz)

Ultra, 1920x1080, AF 16x, AA 8x

NVIDIA GeForce GTX 670

Sapphire HD 7950 (800/5000 MHz)

XFX R7970 Double Dissipation

NVIDIA GeForce GTX 680

ZOTAC GeForce GTX 580 AMP! Edition (772/4008 MHz)

NVIDIA GeForce GTX 670

Sapphire HD 7950 (800/5000 MHz)

XFX R7970 Double Dissipation

NVIDIA GeForce GTX 680

ZOTAC GeForce GTX 580 AMP! Edition (772/4008 MHz)

Batman: Arkham City (DX11, no PhysX)

Ultra, 1680x1050, AF 16x, AA 4x

NVIDIA GeForce GTX 670

Sapphire HD 7950 (800/5000 MHz)

XFX R7970 Double Dissipation

NVIDIA GeForce GTX 680

ZOTAC GeForce GTX 580 AMP! Edition (772/4008 MHz)

Ultra, 1680x1050, AF 16x, AA 8x

NVIDIA GeForce GTX 670

Sapphire HD 7950 (800/5000 MHz)

XFX R7970 Double Dissipation

NVIDIA GeForce GTX 680

ZOTAC GeForce GTX 580 AMP! Edition (772/4008 MHz)

Ultra, 1920x1080, AF 16x, AA 4x

NVIDIA GeForce GTX 670

Sapphire HD 7950 (800/5000 MHz)

XFX R7970 Double Dissipation

NVIDIA GeForce GTX 680

ZOTAC GeForce GTX 580 AMP! Edition (772/4008 MHz)

Ultra, 1920x1080, AF 16x, AA 8x

NVIDIA GeForce GTX 670

Sapphire HD 7950 (800/5000 MHz)

XFX R7970 Double Dissipation

NVIDIA GeForce GTX 680

ZOTAC GeForce GTX 580 AMP! Edition (772/4008 MHz)

NVIDIA GeForce GTX 670

Sapphire HD 7950 (800/5000 MHz)

XFX R7970 Double Dissipation

NVIDIA GeForce GTX 680

ZOTAC GeForce GTX 580 AMP! Edition (772/4008 MHz)

Table 4.

Price/performance ratio

Performance

NVIDIA GeForce GTX 670

AMD Radeon HD 7950

AMD Radeon HD 7970

NVIDIA GeForce GTX 680

NVIDIA GeForce GTX 580

NVIDIA GeForce GTX 670

AMD Radeon HD 7950

AMD Radeon HD 7970

NVIDIA GeForce GTX 680

NVIDIA GeForce GTX 580