[Tested] ASUS ENGTX580 1536MB at Geeks3D Labs



ASUS ENGTX580 Review Index



3 – ASUS ENGTX580 OpenGL performances

Testbed:
- CPU: Core i7 960 @ 3.2GHz
- RAM: 4GB DDR3 Corsair Dominator
- Motherboard: GIGABYTE X58-A UD5
- Windows 7 64-bit
- Graphics drivers: R262.99
- PSU: Corsair AX1200

PSU: Corsair AX1200

3.1 FurMark (OpenGL 2)

FurMark 1.8.2 has been used for the test. FurMark homepage is HERE.

Settings: 1920×1080 fullscreen, no AA, no postFX, 60sec, Xtreme mode UNCHECKED.

Rule: The higher the number of points, the faster the card is.

The GTX 580 comes with a power draw limitation when FurMark is detected (see here: GeForce GTX 580 Power Monitoring Details). To remove this limitation, I used a special version of GPU-Z (see here: GeForce GTX 580 Unlocked: 350W Under FurMark Thanks To GPU-Z).

8259 points (Avg FPS: 138) – ASUS ENGTX580 ***UNLOCKED***, GPU Core: 871MHz, VDDC: 1.088V
8124 points (Avg FPS: 136) – ASUS ENGTX580 ***UNLOCKED***, GPU Core: 851MHz, VDDC: 1.075V
7929 points (Avg FPS: 132) – ASUS ENGTX580 ***UNLOCKED***, GPU Core: 820MHz, VDDC: 1.063V
7621 points (Avg FPS: 127) – ASUS ENGTX580 ***UNLOCKED***, GPU Core: 782MHz, VDDC: 1.063V
6470 points – EVGA GeForce GTX 480
5420 points – ATI Radeon HD 5870
5161 points – MSI GeForce GTX 470
4884 points (Avg FPS: 74) – ASUS EAH6870
3884 points – MSI N460GTX Cyclone 768D5 OC
2772 points – MSI R5770 Hawk


3.2 TessMark (OpenGL 4)

Hardware tessellation is one of the big features of Direct3D 11 and OpenGL 4 capable graphics cards. TessMark is a new benchmark focused only on the tessellation engine of DX11 class cards. It’s a pure tessellation benchmark, it does not contain complex shader or other heavy texture fetches. TessMark shows an overview of the tessellation engine raw power, that’s all. DX11 specifies that the tessellation factor can vary from 1.0 up tp 64.0. Of course, for tessellation factors like 32 or 64, most of the tessellated triangles are smaller than… a pixel. In those cases, tessellation is useless and in a real world application such as a game, high tessellation factors won’t be used. But in the case of a synthetic benchmark, it’s always instructive to see how cards can handle the whole range of tessellation level.

TessMark 0.2.2 has been used for the test.

Settings: 1920×1080 fullscreen, no AA, 60sec, map set 1.

TessMark - OpenGL 4 tessellation

Rule: The higher the number of points, the faster the card is.

Tessellation factor 8.0: moderate

52188 (872FPS) – ASUS ENGTX580
48084 – EVGA GeForce GTX 480
38191 – MSI GeForce GTX 470
30512 – MSI N460GTX Cyclone 768D5 OC
26223 – ASUS EAH6870
24161 (403FPS) – ATI Radeon HD 5870
20745 – MSI R5770 Hawk



Tessellation factor 16.0: normal

36369 (545FPS) – ASUS ENGTX580
29196 – EVGA GeForce GTX 480
23316 – MSI GeForce GTX 470
17452 – MSI N460GTX Cyclone 768D5 OC
8555 – ASUS EAH6870
8018 (134FPS) – ATI Radeon HD 5870
7669 – MSI R5770 Hawk



Tessellation factor 32.0: extreme

15128 (252FPS) – ASUS ENGTX580
13008 – EVGA GeForce GTX 480
9997 – MSI GeForce GTX 470
6729 – MSI N460GTX Cyclone 768D5 OC
2299 – ASUS EAH6870
2156 (36FPS) – ATI Radeon HD 5870
2159 – MSI R5770 Hawk



Tessellation factor 64.0: insane

4840 (81FPS) – ASUS ENGTX580
3963 – EVGA GeForce GTX 480
3169 – MSI GeForce GTX 470
1959 – MSI N460GTX Cyclone 768D5 OC
585 – ASUS EAH6870
565 – MSI R5770 Hawk
550 (10FPS) – ATI Radeon HD 5870


3.3 ShaderToyMark (OpenGL 2)

ShaderToyMark 0.1.0 is an OpenGL 2 benchmark, developed with GeeXLab,
and focused on pixel shaders only. The pixel shaders are heavily based on math (few texture fetches) and then ShaderToyMark can be seen as a kind of GPU computing benchmark.

ShaderToyMark - OpenGL 2 pixel shader

Settings: 960×540 windowed, no AA, 60sec

306 points (51 FPS) – ASUS ENGTX580
263 points (43 FPS) – GeForce GTX 480
189 points (31 FPS) – ATI Radeon HD 5870
184 points (30 FPS) – ASUS EAH6870
156 points (26 FPS) – MSI N460GTX Cyclone
104 points (17 FPS) – MSI R5770 Hawk
46 points (7 FPS) – GeForce 9800 GTX
36 points (6 FPS) – EVGA GTX 280
33 points (5 FPS) – GeForce GTX 260


3.4 OpenGL 4 Mountains demo

Mountains demo is an OpenGL 4 demo that shows hierarchical-Z map based occlusion culling in action.

OpenGL 4 Mountains demo

Settings: default window size: 1024×768, ICR enabled (Instance Cloud Reduction), Hi-Z enabled and dynamic LOD enabled.

674 FPS – ASUS ENGTX580
568 FPS – EVGA GTX 480
350 FPS – MSI N460GTX Cyclone 768D5
255 FPS – ASUS EAH6870
231 FPS – Radeon HD 5870
220 FPS – MSI R5770 Hawk


3.4 Unigine Heaven (OpenGL 4)

For this last OpenGL test, I used Ungine Heaven 2.1, one of the standard Direct3D / OpenGL synthetic benchmark.

OpenGL 4 - Unigine Heaven 2.1

Settings: 1920×1080 fullscreen, OpenGL rendering, tessellation: normal, shaders: high, AA: 4X, 16X anisotropic filtering.

46.4 FPS, Scores: 1168 – ASUS ENGTX580
38.7 FPS, Scores: 974 – EVGA GeForce GTX 480
24.5 FPS, Scores: 617 – MSI N460GTX Cyclone 768D5 OC
15.9 FPS, Scores: 400 – ATI Radeon HD 5870
13.6 FPS, Scores: 342 – ASUS EAH6870
9 FPS, Scores: 227 – MSI R5770 Hawk

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