{"id":4116,"date":"2009-03-17T21:45:13","date_gmt":"2009-03-17T20:45:13","guid":{"rendered":"http:\/\/alienbabeltech.com\/main\/?p=4116"},"modified":"2010-03-31T12:50:29","modified_gmt":"2010-03-31T11:50:29","slug":"nvidia-gtx260-bottleneck-investigation","status":"publish","type":"post","link":"http:\/\/alienbabeltech.com\/main\/nvidia-gtx260-bottleneck-investigation\/","title":{"rendered":"nVidia GTX260+ Bottleneck Investigation"},"content":{"rendered":"<p><!--pagetitle:Introduction & Setup--><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">Introduction<\/span> <\/strong><\/span><\/p>\n<p>This article is another installment in the ongoing investigation of bottlenecking in video cards, with the first installment having been done <a href=\"http:\/\/alienbabeltech.com\/main\/?p=969\" target=\"_blank\">on a 8800 Ultra<\/a>.<\/p>\n<p>To quickly recap on the basic premise: nVidia hardware allows separate core, shader and memory clocks. Therefore, underclocking one of these values while leaving the rest at stock allows you to find out what part of the GPU is the biggest bottleneck in any given situation.<\/p>\n<p>There\u2019s a limit to how far the core and shader clocks can separate from each other and in the case of the GTX260+, it\u2019s quite a small drop of 1242 MHz to 1153 MHz, or about <span style=\"color: #99ccff;\">7%<\/span>. This is much smaller than the 8800 Ultra\u2019s possible drop of 19%, but it should still be possible to see some kind of differences.<\/p>\n<p>I\u2019ll run the card at stock speed followed by underclocking each clock by <span style=\"color: #99ccff;\">7%<\/span>, leaving the rest at stock, to see which has the most impact on performance. In addition to using a different video card this time, I\u2019ll also use a different selection of games with more modern characteristics overall than the last batch of games.<\/p>\n<p>The stock clocks are as follows: core 576, shader 1242, memory 999.<\/p>\n<p>The underclocked values with the corresponding colors are as follows: <span style=\"color: #ffff99;\">core 535<\/span>, <span style=\"color: #ffcc99;\">shader 1153<\/span>, <span style=\"color: #ccffcc;\">memory 927<\/span>, each with an underclock of approximately <span style=\"color: #99ccff;\">7%<\/span>.<\/p>\n<p><span style=\"color: #99ccff;\"><strong><\/strong><\/span><\/p>\n<p><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">Hardware<\/span> <\/strong><\/span><\/p>\n<ul>\n<li>Intel Core 2 Duo E6850 (reference 3 GHz clock). <\/li>\n<li>nVidia GeForce GTX260+ (896 MB, nVidia reference clocks). <\/li>\n<li>4 GB DDR2-800 RAM (4\u00d71 GB, dual-channel). <\/li>\n<li>Gigabyte GA-G33M-DS2R (Intel G33 chipset, F7 BIOS). <\/li>\n<li>Creative X-Fi XtremeMusic. <\/li>\n<\/ul>\n<p><span style=\"color: #99ccff;\"><strong><\/strong><\/span><\/p>\n<p><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">Software<\/span> <\/strong><\/span><\/p>\n<ul>\n<li>Windows XP 32 bit SP3<\/li>\n<li>nVidia Forceware 181.22, high quality filtering, all optimizations off, LOD clamp enabled. <\/li>\n<li>DirectX November 2008. <\/li>\n<li>All games patched to their latest versions. <\/li>\n<\/ul>\n<p><span style=\"color: #99ccff;\"><strong><\/strong><\/span><\/p>\n<p><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">Settings<\/span> <\/strong><\/span><\/p>\n<ul>\n<li>16xAF forced in the driver, vsync forced off in the driver. <\/li>\n<li>AA forced either through the driver or enabled in-game, whichever works better. <\/li>\n<li>Since I\u2019m on XP, all DX10 titles were run under DX9 render paths. <\/li>\n<li>Highest quality sound (stereo) used in all games. <\/li>\n<li>All results show an average framerate. <\/li>\n<\/ul>\n<p><!--nextpage--><!--pagetitle:Results--><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">Results<\/span> <\/strong><\/span><\/p>\n<p style=\"TEXT-ALIGN: center\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-4114 aligncenter\" title=\"chart\" src=\"http:\/\/i1.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/03\/chart.png?resize=538%2C308\" alt=\"chart\" srcset=\"http:\/\/i1.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/03\/chart.png?resize=538%2C308 538w, http:\/\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/03\/chart-300x171.png 300w\" sizes=\"auto, (max-width: 538px) 100vw, 538px\" data-recalc-dims=\"1\" \/> <br class=\"spacer_\" \/><\/p>\n<p style=\"TEXT-ALIGN: left\">Here\u2019s a graph showing the % performance drop from the above chart:<\/p>\n<p style=\"TEXT-ALIGN: center\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-4115 aligncenter\" title=\"graph\" src=\"http:\/\/i2.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/03\/graph.png?resize=586%2C768\" alt=\"graph\" srcset=\"http:\/\/i2.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/03\/graph.png?resize=586%2C768 586w, http:\/\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/03\/graph-228x300.png 228w\" sizes=\"auto, (max-width: 586px) 100vw, 586px\" data-recalc-dims=\"1\" \/> <span style=\"color: #99ccff;\"><strong><\/strong><\/span><\/p>\n<p style=\"TEXT-ALIGN: left\"><!--nextpage--><!--pagetitle:Commentary &#038; Conclusion--><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\"><\/span><\/strong><\/span><\/p>\n<p style=\"TEXT-ALIGN: left\"><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">Commentary<\/span> <\/strong><\/span><\/p>\n<p>Starting with <em>Far Cry 2<\/em>, we see the benchmark resisting attempts to show differences compared to the other titles, especially at 0xAA. This is possibly because the benchmark is CPU limited, and\/or because it doesn\u2019t have the precision to pick up a 7% underclock as well as the other games do. Nevertheless, it appears memory bandwidth is the most important element in this benchmark.<\/p>\n<p>Moving on to <em>Clive Barker\u2019s Jericho<\/em>, we notice a large performance drop with 0xAA when the shader clock is lowered, which then shifts to the memory clock when 4xAA is enabled. Clearly this title is shader bound without AA, and memory bandwidth bound with AA.<\/p>\n<p>In <em>Stalker Clear Sky<\/em> we see the core clock being the most important without AA, and the memory clock becoming slightly more important when 4xAA is enabled.<\/p>\n<p>And finally in <em>Unreal Tournament 3<\/em>, both the core and memory experience increased performance hits when moving from 0xAA to 4xAA, and in both cases the memory clock is the most important factor in overall performance.<\/p>\n<p><span style=\"color: #99ccff;\"><strong><\/strong><\/span><\/p>\n<p><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">Conclusion<\/span> <\/strong><\/span><\/p>\n<p>As far as overall results go, the 8800 Ultra experienced <a href=\"http:\/\/alienbabeltech.com\/main\/?p=969&amp;page=3\" target=\"_blank\">more than double the performance loss<\/a> with the core clock compared to the other clocks. The GTX260+ however is reasonably even across all three clocks, each showing an average performance drop\u00a0between 2% and 3%. This is likely because the GTX260+ is a more balanced design than the 8800 Ultra, and also possibly due to the different selection of games being used.<\/p>\n<p>So while it was a given to increase the core as high as possible if you were overclocking the 8800 Ultra, things aren\u2019t as clear-cut with the GTX260+. Some experimentation may be necessary to get optimum performance out of the games you play at the settings you use.<\/p>\n<p><br class=\"spacer_\" \/><\/p>\n<blockquote>\n<p>Please join us in our <a href=\"http:\/\/alienbabeltech.com\/abt\/index.php\" target=\"_blank\">Forums<\/a><\/p>\n<p>Follow us on <a href=\"http:\/\/twitter.com\/alienbabeltech\" onclick=\"_gaq.push(['_trackEvent', 'outbound-article', 'http:\/\/twitter.com\/alienbabeltech', 'Twitter']);\" target=\"_blank\">Twitter<\/a><\/p>\n<p>For the latest updates from ABT, please <a href=\"http:\/\/alienbabeltech.com\/main\/?feed=rss2\" target=\"_blank\">join our RSS News Feed<\/a><\/p>\n<\/blockquote>\n","protected":false},"excerpt":{"rendered":"<p><a href=\"http:\/\/alienbabeltech.com\/main\/?p=4116\"><img decoding=\"async\" align=top title=\"Author: BFG10K\" src=\"http:\/\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/03\/article-image.png\" alt=\"\"><\/a><\/p>\n","protected":false},"author":5,"featured_media":4722,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[7814,7],"tags":[526,281,293,527,521,528,291,243],"class_list":["post-4116","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-articles","category-technology","tag-526","tag-281","tag-bottleneck","tag-e6850","tag-investigation","tag-stock","tag-underclocking","tag-xp"],"_links":{"self":[{"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/posts\/4116","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/users\/5"}],"replies":[{"embeddable":true,"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/comments?post=4116"}],"version-history":[{"count":0,"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/posts\/4116\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/media\/4722"}],"wp:attachment":[{"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/media?parent=4116"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/categories?post=4116"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/tags?post=4116"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}