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Old Apr 1, 2009, 07:37 PM   #1
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System Specs

Zotac GeForce GTX 275 Amp! Edition


Introduction





Even though today was supposed to be AMD's day with the HD 4890 announcement, NVIDIA decided to crash their party. The NVIDIA GeForce GTX 275 was initially planned for April 9, but when the green camp realized they had a great card on their hands they changed the date to ensure editors had GTX 275 comparison numbers in their reviews.

The GeForce GTX 275 doesn't bring anything new to the table. It is basically half a GTX 295 running at 633 / 1134 / 1404 MHz (core/memory/shader). You can see it as a GeForce GTX 285 with a 448-bit memory interface, or you could see it as a GTX 260 with 240 shaders and higher clocks.

Zotac as one of NVIDIA's premier partners has built an Amp! Edition card that uses the reference design, but comes at higher clocks of 702 MHz core, 1260 MHz memory and 1512 MHz shader for a price increase of about $20.


GeForce

9800 GTX
GeForce GTS

250 1 GB
GeForce

GTX 260
Radeon

HD 4870
Radeon

HD 4890
GeForce

GTX 275
Zotac
GTX

275 Amp!
GeForce

GTX 280
Radeon

HD 4870 X2
GeForce

GTX 285
Shader units 128 128 192 800 800 240 240 240 2x 800 240
ROPs 16 16 28 16 16 32 28 32 2x 16 32
GPU G92 G92 GT200 RV770 RV790 GT200 GT200 GT200 2x RV770 GT200b
Transistors 754M 754M 1400M 956M 959M 1400M 1400M 1400M 2x 956M 1400M
Memory Size 512 MB 1024 MB 896 MB 512 MB 1024 MB 896 MB 896 MB 1024 MB 2x 1024 MB 1024 MB
Memory Bus Width 256 bit 256 bit 448 bit 256 bit 256 bit 448 bit 448 bit 512 bit 2x 256 bit 512 bit
Core Clock 675 MHz 738 MHz 576 MHz 750 MHz 850 MHz 633 MHz 702 MHz 602 MHz 750 MHz 648 MHz
Memory Clock 1100 MHz 1100 MHz 999 MHz 900 MHz 975 MHz 1134 MHz 1260 MHz 1107 MHz 900 MHz 1242 MHz
Price $160 $149 $240 $190 $249 $249 $269 $315 $425 $350



Packaging & Contents



Zotac's package comes with a small window that lets you inspect the merchandise before shelling out your hard earned cash. I think the "AMP!" Edition logo is a bit small on the package, easy to miss it.



You will receive:
  • Graphics card
  • Documentation + Driver CD
  • DVI Adapter + HDMI Adapter
  • PCI-Express power cables
  • Racedriver: Grid full game
  • 3DMark Vantage full version
  • SPDIF audio cable


The Card



Apart from the sticker the card looks like any other GTX 260 / 280 card. It uses two cooling slots as expected.


The card has two DVI ports, the most common output configuration today. If you want to use the card with your big TV screen you can use the included HDMI adapter. In case you need an analog port you can also use the included DVI adapter.
For HDMI Audio, NVIDIA requires you to feed an external audio source, for example from your motherboard's on-board audio, to the card via SPDIF cable. AMD on the other hand has integrated a sound device inside their GPUs which is the easier solution for most users.


You may combine two or three GTX 275 cards in SLI for improved performance or better image quality.



Here are the front and the back of the card, high-res versions are also available (front, back). If you choose to use these images for voltmods etc, please include a link back to this site or let us post your article.


A Closer Look



The cooler of the GTX 275 is identical to that on the GTX 285 or 55 nm GTX 260.


Two six pin power connectors are present on the card. Both are required for operation of the card. Further to the right in the picture you can see the white input for SPDIF audio.


The GDDR3 memory chips are made by Samsung and carry the model number K4J52324QH-Hj08. With a cycle time of 0.8 ns, they are specified to run at 1250 MHz.


The ADP4100 voltage controller has been spotted first on the NVIDIA P897 design for the GTX 260. It does not support the I2C interface which means software voltage control will be almost impossible to implement.


The GPU is the NVIDIA GT200b, which is made in a 55 nm process with 1.4 billion transistors.


Test System




Test System
CPU: Intel Core i7 920 @ 3.8 GHz
(Bloomfield, 8192 KB Cache)
Motherboard: Gigabyte X58 Extreme
Intel X58
Kindly supplied by Gigabyte
Memory: 2x 1024MB OCZ DDR3 Platinum @ 1140 MHz 6-6-6-19
Harddisk: WD Raptor 740ADFD 74 GB
Power Supply: BFG ES-800 800W
Software: Windows Vista SP1
Drivers: NVIDIA: ForceWare 181.20, GTS 250: 182.06, GTX 275: 185.63
ATI: Catalyst 9.1, HD 4890: 8.592.1

  • All video card results were obtained on this exact system with the exact same configuration.
  • All games were set to their highest quality setting

Each benchmark was tested at the following settings and resolution:
  • 1024 x 768, No Anti-aliasing, No anisotropic filtering. This is a standard resolution without demanding display settings.
  • 1280 x 1024, 2x Anti-aliasing, 8x anisotropic filtering. Common resolution for most smaller flatscreens today (17" - 19"). A bit of eye candy turned on in the drivers.
  • 1680 x 1050, 4x Anti-aliasing, 16x anisotropic filter. Most common widescreen resolution on larger displays (19" - 22"). Very good looking driver graphics settings.
  • 1920 x 1200, 4x Anti-aliasing, 16x anisotropic filter. Typical widescreen resolution for large displays (22" - 26"). Very good looking driver graphics settings.


Call of Duty 4




Call of Duty 4 is a first-person shooter that is built on the award winning Call of Duty Series. It is the first version to play in modern times. In a near-future conflict between the United States, Europe and Russia you get to play as a United States Marine and a British SAS operative. The engine is Infinity Ward's own creation and has true dynamic lighting, depth of field, dynamic shadows and HDR. Even though the game plot is scripted you will find yourself in intense battles, often working together with computer controlled team mates.






Call of Juarez



Call of Juarez was one of the first DX10 titles available on the market, that's why it was heavily used to demonstrate the benefits of DirectX 10. It runs on the Chrome Engine created by the polish game studio Techland. This first-person shooter game is set in a Wild West theme with the plot unfolding from the perspective of two characters: Billy and Reverend Ray. Each offers a different play style to keep the game interesting. Also included in the game is a "Concentration Mode" which slows down time in hectic situations - a feature first pioneered by the Max Payne Series.






Company Of Heroes




The real-time strategy game Company of Heroes is set during World War II where you take two American companies through several fights all over France to liberate the country from German occupation. Company of Heroes is the first game to use Relic's next-generation engine "Essence Engine" which includes support for HDR lighting, Shader Model 3.0, normal mapping, dynamic lighting and shadows. You are able to zoom in from the tactical view of the battle field to see the individual units fighting. Often you catch yourself admiring the detailed animations of the soldiers while the fight around you is raging.






Crysis




After the tremendous success of Far Cry, the German game studio Crytek released their latest shooter Crysis in 2007. The game was by far the most hyped and anticipated game in 2007, the forums were full of "Can my system run Crysis?" threads because of the high hardware requirements of this game. Just like in Far Cry the plot evolves on a small island with a thick and richly detailed jungle world. A lot of attention has been given to small details like correct physics. For example when you fire on a tree trunk, it will shatter and the tree will fall over leaving a stump behind. Enemies in a car can be stopped by shooting the tire of the car. The game graphics are by far the best ever seen in a PC game so far, yet the game still runs well on most computers.






Enemy Territory: Quake Wars




The first-person shooter Enemy Territory: Quake Wars is set in the science-fiction universe of Quake and requires several classes to work together to achieve certain goals on a map. In the campaign mode you gain experience which you can use to buy upgrades for your class. The player gets to pick from five classes of either the Global Defense Force or the Strogg faction. As underlying game engine, the successful id Software Doom 3 engine has been licensed, but several features like MegaTextures have been added, giving the outdoor world a much more detailed appearance.






Far Cry




Far Cry was released in early 2004 by the new development studio Crytek. It quickly became a massive success because it was one of the first titles to take you in a beautiful 3D outdoor world. Far Cry was one of the most demanding games at its time. Even with today's video cards you can still see big differences in frame rates, especially at the higher resolutions.






Far Cry 2




Four years after the success of Far Cry, Ubisoft has published the sequel called Far Cry 2. While the first part was set on an island, Far Cry 2 takes you deep into Africa with game play that resembles Grand Theft Auto much more than the original Far Cry, which was a classical 3D shooter. Ubisoft engineered a completely new 3D engine called "Dunia" which offers a large amount of popular features like DirectX 9 and DirectX 10 support, destructible environments, physics and non-scripted AI while not being as much of a resource hog as Crytek's CryEngine.






FEAR




The first person shooter F.E.A.R, developed by Monolith Game Studios, was released in Fall 2005 and has a great 3D engine that uses a large number of shading and shadow effects to accurately model the game world. In addition to that it features a realistic physics engine that lets you interact with many objects in the game world. The game was voted game of the year by several publications.






Left 4 Dead




Valve's Left 4 Dead is a first person shooter game that offers cooperative elements in both single and multiplayer. You and your team of three buddies end up in a nightmare full of raging zombies - hordes of them. L4D is based on the latest version of Valve's Source Engine which has been used in titles like Counter-Strike: Source and Team Fortress 2 before. There are several incremental improvements in the engine like self shadowing, better fog and lighting effects and post-effect shaders that add to the immersion effect.






Prey




Prey is based on a highly modified 3D engine made by id Software. This first person shooter brought a completely new way of gaming to the genre. In many levels you find yourself walking upside down or on the walls. This adds a completely new aspect to the gaming experience in this genre.






Quake 4




The Quake titles are among the most successful first person games. Developed by id Software, the famous game studio that brought you DOOM, you find yourself in a sci-fi world that is full of aliens and shocking effects. The main focus of the game is the single player story line. Quake 4 puts you on the home planet of the Strogg. In a number of missions you and your fellow marines will encounter all sorts of enemies, including some really huge aliens.






Splinter Cell 3: Chaos Theory




The Splinter Cell Series is endorsed by popular book author Tom Clancy. In the 2005 title Splinter Cell 3: Chaos Theory you play the NSA agent Sam Fisher who has to use stealth and finesse to make his way through a number of levels mainly set in eastern Asia. The game is based on a modified Unreal 2 engine with support for HDR, normal mapping, parallax mapping and soft shadows. A patch added Shader Model 2.0 support for ATI in addition to the Shader Model 3.0 support which was already part of the original shipping game.






S.T.A.L.K.E.R.




Before its release in 2007, S.T.A.L.K.E.R.: Shadow of Chernobyl was one of the most hyped games of the last years. This RPG/FPS hybrid game is set a few years in the future, after a nuclear disaster occurs at the Chernobyl Nuclear Power Plant. The release of radiation causes strange things like mutations in the nearby area. You take the role of a Stalker who seeks fame and riches in the contaminated area around Chernobyl. The game engine features all the latest buzzwords like HDR, bullet physics, skeletal animation, soft shadows and weather effects. Stalker's vast outside world is richly modeled, you can interact with a large number of objects in the game thanks to the physics engine.






S.T.A.L.K.E.R. - Clear Sky




STALKER Clear Sky is GSC Gameworld's prequel to the 2007 hit "STALKER". Just like in the first part the game is set around the Russian area of Chernobyl and Pripyat, most well known for the nuclear accident that occurred there. You play the role of a mercenary who spends his days in The Zone trying to make a living. The Zone is an area which is affected by so-called anomalies which cause mutants to appear and laws of physics to change. While you investigate these anomalies the plot leads up to the events that happened right before the first game starts. A new in-game faction system encourages you to befriend various groups in The Zone in exchange for information or items. While the graphics of Clear Sky are based on the first Stalker game engine, there are numerous improvements, including support for DirectX10 and depth-of-field/volumetric effects.






Team Fortress 2



Team Fortress 2 by the famous people from Valve software builds on an improved Half-Life 2 engine to deliver an action packed, team oriented, comic graphics first person shooter game. Even though the game features nice graphics, it tends to be very CPU limited, especially on lower resolutions. Players get to team up being either RED or BLU with a selection of nine classes. Each class offers a different play style, just like in the original Team Fortress games.






Unreal Tournament 3



The fourth game in Epic's highly successful Unreal Tournament Series is simply called Unreal Tournament 3. It is based on the all-new Unreal 3 engine which is a major step forward from the previous engine. The game principle is centered about an arena style gameplay where several contestants try to reach a certain kill count or capture a flag for example. As you would expect from a new 2007 title, the graphics are top notch, with large and detailed textures. One major drawback of the way the engine is designed is that there is no support for Anti-Aliasing.






World In Conflict



The realtime strategy game World In Conflict by Massive Entertainment is set in 1989 taking the player through a fictional conflict during the collapse of the Soviet Union. Unlike other RTS games, World in Conflict is not centered around building a base, you command units on the battlefield with a number of reinforcement points available to replace lost troops.
Massive's Masstech Game Engine makes heavy use of level-of-detail techniques which allow you to zoom in closely on the action displaying fights in high-fidelity with a large number of effects.






Folding@home



GPU accelerated computing is the latest trend to speed up computationally intense applications. One of the first projects to implement such a GPGPU method is Folding@home. Participants install a small program on their computer, the "Folding Client", which downloads work units from a server to be processed on the system.
In the past folding has been performed on on the CPU. Recently new clients have been developed for Folding on PlayStation 3, ATI and NVIDIA CUDA.

We used version 6.20r1 to download a work unit and fold it using whatever GPU acceleration is available. Due to the different GPU designs, different types of work unit were used. However, for most Folding users the PPD (Points Per Day) metric is the most important because that's what determines their ranking in the system.

Please note that we will not start multiple client instances. If a manufacturer chooses to implement native support for multiple GPUs, our client will benefit from that however. For comparison: a PlayStation 3 gets about 900 PPD, a Core 2 Duo E8400 about 550 PPD per processor core.

If you want to join the good cause, use team number 50711, which is TechPowerUps own Folding Team.

I encountered major difficulties using the reviewer's driver with Folding@Home. Either the "[Folding] core encountered an internal error" or there were some DLLs missing. I am sure that AMD or Stanford will address this problem in a future version.




3DMark03



Futuremark Corporation is the number one player in the world of synthetic benchmarking. The 3DMark series is the most popular test suite for video card testing and is used by gamers, overclockers and manufacturers alike to determine how fast their hardware is. Even though it is a few years old, 3DMark03 can easily stress today's video cards.






3DMark05



Another benchmark from Futuremark is 3DMark05 which comes with four completely new game tests that make massive use of shaders and lighting effects. 3DMark05 is a great test for modern video card architectures - in some tests you are often close to the 30 fps mark, below which your games will feel sluggish.






3DMark06



Even though it's based on Futuremark's 3DMark05, the new 3DMark06 adds new tests for Shader Model 3.0 and HDR rendering. It is also the first 3DMark to incorporate a CPU score into the final 3DMark score. All tests have received an overhaul, for example in the Canyon Flight test you can now see beautiful sun glare effects with the help of High Dynamic Range rendering.






Power Consumption



Cooling modern video cards is becoming more and more difficult, especially when users are asking for quiet cooling solutions. That's why the engineers are now paying much more attention to power consumption of new video card designs.



Test System
CPU: Intel Core i7 920 @ 3.8 GHz
(Bloomfield, 8192 KB Cache)
Motherboard: Gigabyte X58 Extreme
Intel X58
Kindly supplied by Gigabyte
Memory: 2x 1024MB OCZ DDR3 Platinum @ 1140 MHz 6-6-6-19
Harddisk: WD Raptor 740ADFD 74 GB
Power Supply: BFG ES-800 800W
Software: Windows Vista SP1


In order to characterize a video card's power consumption, the whole system's mains power draw was measured. This means that these numbers include CPU, Memory, HDD, Video card and PSU inefficiency.

The three result values are as following:
  • Idle: Windows sitting at the desktop (1024x768 32-bit) all windows closed, drivers installed.
  • Average: 3DMark03 Nature at 1280x1024, 6xAA, 16xAF. This results in the highest power consumption. Average of all readings (two per second) while the test was rendering (no title screen).
  • Peak: 3DMark03 Nature at 1280x1024, 6xAA, 16xAF. This results in the highest power consumption. Highest single reading

Even though ATI has implemented a 2D/3D clock switching model, the power consumption in idle is still quite high. One reason for that is that only the core frequency is reduced, while memory keeps running at full speed for the whole time. During testing I noticed that any memory frequency change will make the screen display flicker, which is probably the reason why AMD chose not to allow dynamic memory clock changes.

The GeForce GTX 275 uses NVIDIA's well tested 2D/3D clock switching which is present on all GT200 based cards. While the power consumption is not amazingly low it is fine for a card in this performance class.








Fan Noise


In the past years users would accept everything just to get more performance. Nowadays this has changed with people being more aware of the fan noise and power consumption of their graphic cards.
In order to properly test the fan noise a card emits we are using a Bruel & Kjaer 2236 sound level meter (~$4,000) which has the measurement range and accuracy we are looking for.


The tested graphics card is installed in a system that is completely passively cooled. That is passive PSU, passive CPU cooler, passive cooling on the motherboard and Solid-State HDD.
This setup allows us to eliminate secondary noise sources and test only the video card. To be more compliant with standards like DIN 45635 (we are not claiming to be fully DIN 45635 certified) the measurement is conducted at 100 cm distance and 160 cm over the floor. The ambient background noise level in the room is well below 20 dbA for all measurements. Please note that the dbA scale is not linear, it is logarithmic. 40 dbA is not twice as loud as 20 dbA. A 3 dbA increase results in double the sound pressure. The human hearing is a bit different and it is generally accepted that a 10 dbA increase doubles the perceived sound level.

In idle the fan noise is very acceptable for a card in this performance class. But under load the fan gets very very noisy, I don't think it is possible to run it any slower since even at that fan speed that card is running above 90°C. It seems the Zotac GTX 275 Amp! Edition is running at the maximum heat output that the cooler design can handle.




Performance Summary


To create this graph we took all performance results of the four resolutions we tested, threw them together and calculated the relative performance of each card, compared to our review sample. In a fifth graph we also combined all tests in all resolutions to calculate the total relative performance of the review sample.








Performance per Watt


This graph was created by taking the relative performance numbers and putting them in contrast to the average power consumption results. To offset power consumption of the rest of the system we subtracted 150 W from the average consumption.








Performance per Dollar


If you are looking for the best bang for the buck, then you will love this graph. We looked up the current USD price of each card on the popular online shop Newegg and used it and the relative performance numbers to calculate the Performance per Dollar Index.








Overclocking


To find the maximum overclock of our card we used a combination of ATITool's successor and our benchmarking suite.
The overclocks listed here were achieved with the default fan and voltage settings as defined in the VGA BIOS. Please note that every single sample overclocks differently, that's why our results here can only serve as a guideline for what you can expect from your card.



The final overclocks of our card are 760 MHz core (8% overclock, 20% over reference clocks) and 1305 MHz Memory (4% overclock, 15% over reference). These overclocks are simply amazing. AMD has been praising the overclockability of their RV790, but our testing didn't see much of it. NVIDIA on the other hand hasn't said a word and we see massive overclocks. Good job.

Overclocked Performance


Using these clock frequencies we ran a quick test of Call of Duty 4 to evaluate the gains from overclocking.


The actual 3D performance gained is 5.1%, 15% over reference.

Temperatures



Idle temperatures of the Zotac GTX 275 Amp! Edition are comfortably low. The load temperatures are at what I would consider a safe maximum. As you saw on our noise testing page, the fan is already running really fast which means the thermal capacity of the cooler is pretty much maxxed out.


Value and Conclusion



  • Zotac told us that their GTX 275 Amp! Edition will be sold for around $269.
  • Great performance - beats GTX 285!
  • Overclocked out of the box
  • Additional overclocking potential available
  • Great price (for a high-end card)
  • Cooler blows hot air out of the case
  • 3DMark Vantage and Racedriver Grid full versions included
  • Support for CUDA / PhysX
  • Very noisy under load
  • Paper launch - no cards available until mid of april
  • No architectural improvements
9.3 NVIDIA really managed to spoil AMD's HD 4890 launch. The GeForce GTX 275 offers amazing performance, even though it is does not come with any architectural improvements. Zotac has sucessfully topped this off with their Amp! Edition card. Coming at a price point of $269 it is the fastest single GPU card available and even beats the much more expensive GTX 285. If that is still not enough performance for you can still do some extra overclocking for even higher frame rates.

Unfortunately the cooler is running at close to the maximum thermal load it can handle, which means the fan is running very very noisy when the card is fully loaded. But other than that there is not much I can complain about. Zotac also includes a full version of 3DMark Vantage and Racedriver Grid which rounds off the package nicely.

Last edited by W1zzard; Apr 2, 2009 at 02:11 PM.
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