{"id":9368,"date":"2009-07-11T14:39:51","date_gmt":"2009-07-11T14:39:51","guid":{"rendered":"http:\/\/alienbabeltech.com\/main\/?p=9368"},"modified":"2009-07-13T12:34:04","modified_gmt":"2009-07-13T12:34:04","slug":"nvidia-gtx285-bottleneck-investigation","status":"publish","type":"post","link":"http:\/\/alienbabeltech.com\/main\/nvidia-gtx285-bottleneck-investigation\/","title":{"rendered":"nVidia GTX285 Bottleneck Investigation"},"content":{"rendered":"<p><!--pagetitle:Introduction--><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 previous installments having been done on a <a href=\"http:\/\/alienbabeltech.com\/main\/?p=969\" target=\"_blank\">8800 Ultra<\/a> and a <a href=\"http:\/\/alienbabeltech.com\/main\/?p=4116 \" target=\"_blank\">GTX260+<\/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 GTX285, it\u2019s a drop of 1476 MHz to 1296 MHz, or about <span style=\"color: #99ccff;\">12%<\/span>. This is smaller than the 8800 Ultra\u2019s possible drop of 19%, but is higher than the GTX260+\u2019s 7% limit. It\u2019s interesting how these cards differ with this maximum value.<\/p>\n<p>I\u2019ll run the card at stock speed followed by underclocking each clock by <span style=\"color: #99ccff;\">12%<\/span>, leaving the rest at stock to see which has the most performance impact. Along with three new games being used, <em>Far Cry 2<\/em> will also be retested with a better benchmark.<\/p>\n<p>Stock clocks are as follows: core 648, shader 1476, memory 1242.<\/p>\n<p>The underclocked values and corresponding colors are as follows: <span style=\"color: #ffff99;\">core 570<\/span>, <span style=\"color: #ffcc99;\">shader 1296<\/span>, <span style=\"color: #ccffcc;\">memory 1093<\/span>, each with an underclock of approximately <span style=\"color: #99ccff;\">12%<\/span>.<\/p>\n<p><!--nextpage--><!--pagetitle:Setup--> <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 GTX285 (1 GB, 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<li>22\u201d LCD (maximum resolution 1680&#215;1050). <\/li>\n<\/ul>\n<p><strong><\/strong><\/p>\n<p><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">Software <br \/>\n <\/span> <\/strong> <\/span><\/p>\n<ul>\n<li>Windows XP 32 bit SP3<\/li>\n<li>nVidia driver 186.18, high quality filtering, all optimizations off, LOD clamp enabled. <\/li>\n<li>DirectX March 2009. <\/li>\n<li>All games patched to their latest versions. <\/li>\n<\/ul>\n<p><strong><\/strong><\/p>\n<p><strong><span style=\"color: #99ccff;\"><span style=\"text-decoration: underline;\">Settings <\/span> <br \/>\n <\/span> <\/strong><\/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;\"><span style=\"text-decoration: underline;\"><strong>Results<\/strong> <\/span> <\/span><\/p>\n<p style=\"TEXT-ALIGN: center\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-9374 aligncenter\" title=\"text1\" src=\"http:\/\/i2.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/07\/text1.png?resize=526%2C305\" alt=\"text1\" title=\"text1\" srcset=\"http:\/\/i2.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/07\/text1.png?resize=526%2C305 526w, http:\/\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/07\/text1-300x173.png 300w\" sizes=\"auto, (max-width: 526px) 100vw, 526px\" data-recalc-dims=\"1\" \/><\/p>\n<p>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=\"aligncenter size-full wp-image-9375\" title=\"graph1\" src=\"http:\/\/i1.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/07\/graph1.png?resize=526%2C646\" alt=\"graph1\" title=\"graph1\" srcset=\"http:\/\/i1.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/07\/graph1.png?resize=526%2C646 526w, http:\/\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/07\/graph1-244x300.png 244w\" sizes=\"auto, (max-width: 526px) 100vw, 526px\" data-recalc-dims=\"1\" \/> <br \/>\n <span style=\"color: #99ccff;\"><strong><\/strong> <\/span><\/p>\n<p><!--nextpage--> <!--pagetitle:Commentary & Conclusion--><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\"> <\/span> <\/strong> <\/span> <span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">Commentary<\/span> <\/strong> <\/span><\/p>\n<p>Starting with <em>Call of Duty 5<\/em>, we see the game\u2019s massive reliance on the core clock, with or without AA. The shader clock is the next most important without AA, while it\u2019s the memory with 4xAA.<\/p>\n<p>Moving on to <em>Call of Juarez: Bound in Blood<\/em>, we see the core making the biggest performance impact with no AA. When 4xAA is applied however, all three clocks are quite close, with memory being slightly more important than the others. It\u2019s also interesting that the shader clock has a bigger impact with 4xAA compared to no AA. Generally the reverse applies in most games.<\/p>\n<p>In <em>Crysis Warhead<\/em> we see the core clock being the most important, with or without AA. We also see the shader clock having a slightly bigger impact when 4xAA is enabled compared to 0xAA, which is what we saw in <em>Call of Juarez<\/em>.<\/p>\n<p>And finally in <em>Far Cry 2<\/em>, we see meaningful results because of utilizing a better benchmark this time around. The core is the most important with memory ranking second, especially when 4xAA is applied.<\/p>\n<\/p>\n<p><span style=\"color: #99ccff;\"><span style=\"text-decoration: underline;\"><strong>Conclusion<\/strong> <\/span> <\/span><\/p>\n<p>Unlike the GTX260+, the GTX285 closely mimics the 8800 Ultra\u2019s results, with the core clock showing about twice the performance impact of the other clocks in this set of benchmarks.<\/p>\n<p>So if you\u2019re overclocking your GTX285, try to get the core clock as high as possible as you\u2019ll likely see the most performance benefit.<\/p>\n<p><strong><\/strong><\/p>\n<blockquote>\n<p><span style=\"color: #99ccff;\">Please join us in our <a href=\"http:\/\/alienbabeltech.com\/abt\/index.php\" target=\"_blank\">Forums<\/a><\/span><\/p>\n<p><span style=\"color: #99ccff;\">Follow us on <a href=\"http:\/\/twitter.com\/alienbabeltech\" onclick=\"_gaq.push(['_trackEvent', 'outbound-article', 'http:\/\/twitter.com\/alienbabeltech', 'Twitter']);\" target=\"_blank\">Twitter<\/a><\/span><\/p>\n<p><span style=\"color: #99ccff;\">For the latest updates from ABT, please <a href=\"http:\/\/alienbabeltech.com\/main\/?feed=rss2\" target=\"_blank\">join our RSS News Feed<\/a><\/span><\/p>\n<\/blockquote>\n","protected":false},"excerpt":{"rendered":"<p><a href=\"http:\/\/alienbabeltech.com\/main\/?p=9368\"><img decoding=\"async\" align=top title=\"Author: BFG10K\" src=\"http:\/\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/07\/article-image.png\"><\/a><\/p>\n","protected":false},"author":5,"featured_media":9453,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[7814,7],"tags":[1703,293,900,121,1018,1819],"class_list":["post-9368","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-articles","category-technology","tag-1703","tag-bottleneck","tag-gtx285","tag-nvidia","tag-overclock","tag-underlock"],"_links":{"self":[{"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/posts\/9368","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=9368"}],"version-history":[{"count":0,"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/posts\/9368\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/media\/9453"}],"wp:attachment":[{"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/media?parent=9368"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/categories?post=9368"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/tags?post=9368"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}