Detailed FRAPS Runs and Closing Thoughts

For those of you that want a different view of the gaming action, we’ve selected the highest quality but still playable result for each GPU. In general, that means we wanted average frame rates of 25 or higher, with minimum frame rates always above 15 FPS. Obviously you could tweak settings in other ways and still get playable results (e.g. by dropping the resolution, you might be able to run our Enthusiast settings at 1366x768 instead of Mainstream 1600x900), but we’ve stuck with our three basic categories for the following charts. We’ve ordered them in terms of increasing performance/quality.

Given what we’ve said already, your best results will generally come by keeping minimum frame rates above 20. Assuming there are other segments of the game that will be more taxing than our benchmark sequence, you might still drop into the upper teens, but as long as you’re above 15 FPS you shouldn’t “lose sync”. Even at our Value settings, HD 3000 is already dangerously close to dropping below 15 FPS at times; you might have to give up on Shadows altogether to get acceptable performance. HD 4000 at our Mainstream settings ends up staying above 20 FPS for the most part but rarely gets above 25 FPS; by comparison, Llano’s HD 6620G ranges from around 22 FPS to nearly 30 FPS. For a smoother experience, though, you’ll still want 30 FPS or more, and that’s where the HD 6630M and Trinity’s HD 7660G fall, with Trinity averaging just slightly better performance despite one large dip to the low 20s.

As shown in our earlier charts, the real winner in terms of gaming performance looks like NVIDIA, though the use of Ivy Bridge CPUs for our two fastest test laptops leaves room for debate. The Acer doesn't appear to have any real issues with throttling in this game, however, despite my earlier fears; it looks like Diablo III (at least early on) just doesn't tax the CPU enough to routinely need more than a moderate 1.2-1.6GHz on the i5-2410M. The 15~20% performance advantage of the N56VM over the 3830TG instead comes from a higher clocked GPU, despite earlier indications that the opposite was the case.

Closing Thoughts

Wrapping up, while Diablo III isn’t the most demanding new release, it can still bring basic laptops to their knees. Unfortunately, unlike desktops it’s often not possible (or at least not practical) to upgrade a laptop’s graphics capabilities. I’ve had a couple friends ask for help with running Diablo III on their old Core 2 Duo laptops, and they’re basically out of luck unless they want to purchase a new system. That’s something we’ve tried to explain in our laptop reviews, and Diablo III drives the point home: buying at the bottom of the barrel in terms of GPU capabilities may not matter for you right now, but kids and/or future applications may eventually make your IGP-only laptop insufficient.

In the case of Diablo III, even a moderate HD 3650 or GT 330M should still be able to handle the game in single player on Normal difficulty, but IGP solutions from two or more years back are likely going to come up short. Naturally, anything faster than the GPUs we’re testing here will allow you to increase details/resolution, and it’s nice to see “mainstream” mobile GPUs like the GT 540M/GT 630M able to handle 1080p gaming for a change.

And again, in case you missed it, the later stages of the game, particularly on Hell difficulty level, are said to be quite a bit more strenuous. If you're the type of player that intends to defeat Diablo not once but three or more times at increasingly difficult settings, our results from early in the game are probably not representative of what you'll experience later. Performance does appear to stay relatively consistent among the various GPUs, though, so if you take half of our performance results as a baseline of what to expect, you're probably not far off the mark.

Diablo III Mobile Performance Compared
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  • DanNeely - Monday, May 28, 2012 - link

    All joking about account sharing not withstanding, would AT buying a new D3 account for testing and letting a volunteer (not me) level it up for late game/hell testing be a viable option?
  • JarredWalton - Monday, May 28, 2012 - link

    We do have a couple people playing the game, so at some point we'll be able to test later levels. Give me a chance to: A) have a holiday (today), B) write a few other articles, C) enjoy the game without more benchmarking of it (which totally kills the fun!). Probably in a week or so I can come back with results from Act II or later.

    Unless you can talk Anand into your idea? ;-)
  • DanNeely - Tuesday, May 29, 2012 - link

    My diplomacy skills are of the Europe 1914 level; the odds of my being able to sweet talk someone I don't know well into anything are slim to none.

    Better results in a week or so isn't that bad a delay. I'm just mildly frustrated since I've had a few people ask what sort of hardware they needed to play the game; and it seems that all the numbers I can find are from very early in the game and thus non-representative of what's really needed.
  • damianrobertjones - Saturday, May 26, 2012 - link

    I'm hoping that Windows 8 Metro games bring a stable platform and for once I'm glad that at we'll at least have HD4000 as a base platform.
  • dagamer34 - Saturday, May 26, 2012 - link

    I'm wondering how the HD 4000 compares to the GPUs in ARM SoCs as that will be the actual low mark if slower.
  • tipoo - Saturday, May 26, 2012 - link

    I'm curious about that as well, SoC GPUs like the SGX 543MP4 are getting pretty complex and Intel themselves used to use integrated PowerVR GPUs in their chipsets.
  • tipoo - Saturday, May 26, 2012 - link

    The GMA 3600 is based on the PowerVR SGX545.
  • JarredWalton - Saturday, May 26, 2012 - link

    And the Windows drivers for it are crap right now. I'm just saying....
  • Penti - Saturday, May 26, 2012 - link

    Actually Metro/WinRT won't be used for gaming, If you want a restricted environment there already is XNA so. Games will be too difficult and too less of an incentive or anything to gain to port to the WinRT framework. Or Windows Runtime as they call it. Game developers will never target Metro/WinRT if they don't have to and they don't on x86 machines, desktop is there, you can still build for Windows 7 etc where most users are and so on. Won't happen that much here until next gen consoles either. Plus macs have gotten a whole lot better in the department and plenty of game engines are available now. Taking those kind of engines and porting to C++/WinRT isn't something taken lightly it probably won't actually be possible without a rewrite which defeats the purpose. The performance wouldn't be good. The sandbox is probably too restrictive. It also means in practice it is a more restrictive environment then the mobile sandboxed OS's, several mobile OS's run Firefox for example. WinRT never will. WinRT never will run even IE.
  • oopyseohs - Saturday, May 26, 2012 - link

    Did I miss the part where you talk about using an external monitor, or how else were you able to run all of these GPUs at all three resolutions? I'm not saying the data isn't important, as it could be relevant to different notebooks that use the same or similar hardware just with higher-res screens.

    Also, I've played this game on an old desktop with with GTX 285 @ 1080p and everything turned up. While that is fairly smooth and playable, I still get quite a few moments of "stuttering" in Hell difficulty. I also play on basically the same Acer book with the GT 540M, and even at the lowest possible graphics settings and resolution in normal mode, it's hard for me to characterize that performance as anything other than horrible in comparison to the desktop.

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