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Analysing NVIDIA G8x Performance in Games - tech|
| (hx) 10:48 PM CET - Nov,14 2007 | Digit-Life
posted an interesting article on NVIDIA G8x performance in modern games. In
testing, they used only one video mode with the most popular resolution
1280x1024 (or 1280x960 for games that do not support the former), MSAA 4x and
anisotropic filtering 16x. Both features were enabled from game options, nothing
was changed in the control panel of the video driver. Their bundle of game
tests includes recent projects: Call of Juarez DX10 benchmark, Company of
Heroes, S.T.A.L.K.E.R.: Shadow of Chernobyl, Lost Planet: Extreme Condition DX10
benchmark, Colin McRae Rally: DiRT, PT Boats: Knights of the Sea DX10 benchmark,
SEGA Rally Revo and Clive Barker's Jericho. Conclusions:
- You can play most modern games with maximum quality settings in the most
popular resolution only on the high-end GeForce 8800 GTX, not always at that
- minimum frame rates in some cases drop too low.
- New games use up to 600-700 MB of video memory. It does not mean that
all these resources must be in local memory of a graphics card. Games often
give resource control (textures, etc) to API, especially as Direct3D 10 uses
video memory virtualization. Nevertheless, there is an apparent tendency to
increase requirements to video memory size on graphics cards. So 512 MB can
be considered an optimal solution now. 256-320 MB - insufficient, 0.7-1 GB -
not used in games so far. But this memory size makes sense for high-end
solutions, because they can provide acceptable frame rates in higher
resolutions.
- We can see an evident increase in draw calls. Games may now use 2000
calls per frame, although the most optimized projects do fine with 500-1000
calls per frame. The increase of draw calls affects the growing dependence
of 3D applications on CPUs - more draw calls generate a heavier load on a
CPU.
- The number of draw calls grows together with the amount of processed
geometry. We are not surprised to see 300000-500000 polygons per frame
anymore. Most advanced games may use up to million triangles per average
frame and up to 2-3 millions in extreme cases.
- Performance of a computer with the GeForce 8600 was not limited by a CPU
in all tested games, it depended on the graphics card only. On the other
hand, the GeForce 8800 GTX was often idle in our conditions, up to one
fourth or third of the time. Conclusion: such graphics card needs either a
more powerful CPU or better optimizations in games (fewer draw calls in the
first place.)
- The ROP load was always low - up to 10-20% in both cases. Of course, we
should take into account the FPS difference. But the number and capacities
of ROPs were not the main stumbling block in our tests. The G80 and G84
demonstrate similar results, except for one case (PT Boats), probably owing
to high requirements to video memory size.
- Modern games still heavily load texture units, their minimum load is
30%, up to 75% maximum (in the G80!) Plans of some companies to change the
ratio between the number of texture and shader units were apparently
premature - even such an advanced game as Lost Planet: Extreme Condition
uses TMUs so actively.
- The load on geometry units and input assembler (it fetches geometry and
other data from memory to be used by other units) in games is quite low. It
never limits rendering speed, although the load on input assembler is
heavier in some projects than in other games.
- Unified processors in all new games act as the main bottleneck. Their
peak load in almost all games reaches 70-90%, which speaks of their full
utilization. So their performance determines rendering speed. Consequently,
performance of these units plays the most important role in modern games. As
the G84 does not have many such units, the GeForce 8600 cannot demonstrate
better results. The load on shader units in the G80 is evidently lower. This
GPU has a certain performance margin of unified ALUs.
- It's now confirmed that new applications have higher requirements to
shader units. The games we tested show that importance of computing units in
GPUs grows, and that it will continue to grow (it slowed down a little in
multiplatform projects for apparent reasons). They will become even more
important, if future games use not only vertex and pixel shaders, but also
geometry shaders.
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