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 10 March 2006
 NVIDIA
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 Technology Report
 Dr. Adrian Wong
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NVIDIA GeForce 7600 GT Tech Report
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Testing The NVIDIA GeForce 7600 GT

Testbed

Processor
 • AMD Athlon 64 3200+ Socket 939
Motherboard
 • DFI LANPARTY UT nForce4 SLI-D
Memory
 • Two Corsair CMX1024-3500LLPRO Memory Modules
Operating System
 • Microsoft Windows XP SP2
API
 • Microsoft DirectX 9.0c
Hard Drives
 • Western Digital WD1200 120GB
 • 400GB Seagate Barracuda 7200.8

Power Supply Unit
 • Antec TP-II 480 480W PSU

 

The Graphics Cards

Graphics Card
Bus
Core Clock
Memory Clock
Memory Bus
Width
Driver
NVIDIA GeForce 7900 GTX SLI
PCI Express
650 MHz
800 MHz
256-bits
NVIDIA Forceware 84.17
NVIDIA GeForce 7900 GTX
PCI Express
650 MHz
800 MHz
256-bits
NVIDIA Forceware 84.17
NVIDIA GeForce 7900 GT
PCI Express
450 MHz
660 MHz
256-bits
NVIDIA Forceware 84.17
NVIDIA GeForce 7600 GT
PCI Express
560 MHz
700 MHz
256-bits
NVIDIA Forceware 84.17
NVIDIA GeForce 7800 GTX
PCI Express
430 MHz
600 MHz
256-bits
NVIDIA Forceware 84.17

 

Testing Methodology

Time was short so we chose four FPS (First Person Shooter) games for benchmarking :

      • Far Cry
      • Half Life 2
      • F.E.A.R.
      • Doom 3

Unfortunately, no other type of genres were available with reliable built-in benchmarking tools. Third-party programs like Fraps were used as needed.

Doom 3 is still one of the most graphics-intensive game in the market today, and easily stresses the graphics card to the limit. That makes it very suitable for testing graphics cards. We used the standard 'demo1' run for benchmarking with an average of 3 runs using Ultra Quality settings. Anisotropy Filtering and Anti Aliasing were enabled through Display Control Panel.

HardwareOC's Far Cry benchmarking tool was used for testing Far Cry averaging 3 runs running 'PC Games Hardware Demo'. Anisotropy Filtering, and Anti Aliasing are enabled through benchmark utility.

In Half Life 2, HardwareOC's Half Life 2 benchmarking tool was chosen for the tests, using the HOC - Anticitizen map. Anisotropy Filtering, and Anti Aliasing were enabled through benchmark utility.

Lastly, F.E.A.R. used its own built-in benchmarking tool for testing. Anisotropy Filtering, and Anti Aliasing were enabled from within the game itself.

All games were tested at 1600x1200 with maximum details. All optimizations were disabled from the Display Control Panel, and Image Quality was set to High Quality. All games were tested with Anisotropy Filtering 16X enabled.

 

Game Settings

Game
Resolution
Settings
Far Cry
1600x1200
Ultra High Quality (HOCBench)
Half Life 2
1600x1200
Maximum Quality (HOCBench)
F.E.A.R.
1600x1200
Effects Detail - Maximum
Model Decals - Maximum
Water Resolution - Maximum
Reflections And Displays - Maximum
Volumetric Lights - On
Volumetric Light Density - Maximum
FSAA - Off/4X
Light Detail - Maximum
Enable Sadow - On
Shadow Detail - Maximum
Soft Shadow - Off
Texture Filtering - Anisotropy 16X
Texture Resolution - Maximum
Videos - Maximum
Pixel Doubler - Off
DX8 Shaders - Off
Shader - Maximum
Doom 3
1600x1200
Ultra Quality
High Quality Special Effects - On
Enable Shadows - On
Enable Specular - On
Enable Bump Mapping - On
V-Sync - Off
Anti Aliasing - Off
Quake 4
1600x1200
Ultra Quality
High Quality Special Effects - On
Enable Shadows - On
Enable Specular - On
Enable Bump Mapping - On
V-Sync - Off
Anti Aliasing - Off



 

 
   
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