Our 2015 GPU Benchmark Suite

Also kicking off alongside GTX Titan X today will be the first article to use our new 2015 GPU benchmark suite.

For 2015 we have upgraded or replaced most of our games, retiring several long-time titles including Bioshock: Infinite, Metro, and our last DirectX 10 game, Crysis Warhead. Our returning titles are Battlefield 4 and Crysis 3, the former of which is still a popular MP title to this day, and the latter continuing to pulverize GPUs well before we hit its highest settings.

Joining these 2 games are 7 new titles. Middle Earth: Shadow of Mordor and Far Cry 4 are our new action/shooter games, while Dragon Age: Inquisition rides the line between an action game and an RPG. Meanwhile for strategy games we have Civilization: Beyond Earth and Total War: Attila, these two games representing the latest entries in their respective series. Rounding out our collection is GRID Autosport, the latest GRID game from Codemasters, and the unique first person puzzle/exploration game The Talos Principle from Croteam.

AnandTech GPU Bench 2015 Game List
Game Genre API(s)
Battlefield 4 FPS DX11 + Mantle
Crysis 3 FPS DX11
Shadow of Mordor Action/Open World DX11
Civilization: Beyond Earth Strategy DX11 + Mantle
Dragon Age: Inquisition RPG DX11 + Mantle
The Talos Principle First Person Puzzle DX11
Far Cry 4 FPS DX11
Total War: Attila Strategy DX11
GRID Autosport Racing DX11

With new low-level APIs ramping up in 2015, we’re going to be paying particular attention to APIs starting this year, as everyone is interested in seeing what Vulkan (née Mantle) and DirectX 12 can do. Unless otherwise noted, going forward all benchmarks will be using low-level APIs when available, meaning DX12/Vulkan/Mantle when possible.

Meanwhile from a design standpoint our benchmark settings remain unchanged. For lower-end cards we’ll look at 1080p at various quality settings when practical, and for high-end cards we’ll be looking at 1080p and above at the highest quality settings. The one exception to this is 4K, which at 2.25x the resolution of 1440p remains difficult to hit playable framerates, in which case we’ll also include a lower quality setting to showcase what kind of quality hit it takes to make 4K playable on current video cards.

The Test

As for our hardware testbed, it remains unchanged from 2014, being composed of an overclocked Core i7-4960X hosed in an NZXT Phantom 630 Windowed Edition case.

CPU: Intel Core i7-4960X @ 4.2GHz
Motherboard: ASRock Fatal1ty X79 Professional
Power Supply: Corsair AX1200i
Hard Disk: Samsung SSD 840 EVO (750GB)
Memory: G.Skill RipjawZ DDR3-1866 4 x 8GB (9-10-9-26)
Case: NZXT Phantom 630 Windowed Edition
Monitor: Asus PQ321
Video Cards: AMD Radeon R9 295X2
AMD Radeon R9 290X
AMD Radeon HD 7990
NVIDIA GeForce GTX Titan X
NVIDIA GeForce GTX Titan
NVIDIA GeForce GTX 980
NVIDIA GeForce GTX 780 Ti
NVIDIA GeForce GTX 690
NVIDIA GeForce GTX 580
Video Drivers: NVIDIA Release 347.84 Beta
AMD Catalyst Cat 15.3 Beta
OS: Windows 8.1 Pro
Meet The GeForce GTX Titan X Battlefield 4
Comments Locked

276 Comments

View All Comments

  • Kevin G - Wednesday, March 18, 2015 - link

    There was indeed a bigger chip due closer to the GK104/GTX 680's launch: the GK100. However it was cancelled due to bugs in the design. A fixed revision eventually became the GK110 which was ultimately released as the Titan/GTX 780.

    After that there have been two more revisions. The GK110B is quick respin which all fully enabled dies stem from (Titan Black/GTX 780 Ti). Then late last nVidia surprised everyone with the GK210 which has a handful of minor architectural improvements (larger register files etc.).

    The morale of the story is that building large dies is hard and takes lots of time to get right.
  • chizow - Monday, March 23, 2015 - link

    We don't know what happened to GK100, it is certainly possible as I've guessed aloud numerous times that AMD's 7970 and overall lackluster pricing/performance afforded Nvidia the opportunity to scrap GK100 and respin it to GK110 while trotting GK104 out as its flagship, because it was close enough to AMD's best and GK100 may have had problems as you described. All of that led to considerable doubt whether or not we would see a big Kepler, a sentiment that was even dishonestly echoed by some Nvidia employees I got into it with on their forums.

    Only in October 2012 did we see signs of Big Kepler in the Titan supercomputer with K20X, but still no sign of a GeForce card. Its no doubt that a big die takes time, but Nvidia had always led with their big chip first, since G80 and this was the first time they deviated from that strategy while parading what was clearly their 2nd best, mid-range performance ASIC as flagship.

    Titan X sheds all that nonsense and goes back to their gaming roots. It is their best effort, up front, no BS. 8Bn transistors Inspired by Gamers and Made by Nvidia. So as someone who buys GeForce for gaming first and foremost, I'm going to reward them for those efforts so they keep rewarding me with future cards of this kind. :)
  • Railgun - Wednesday, March 18, 2015 - link

    With regards to the price, 12GB of RAM isn't justification enough for it. Memory isn't THAT expensive in the grand scheme of things. What the Titan was originally isn't what the Titan X is now. They can't be seen as the same lineage. If you want to say memory is the key, the original Titan with its 6GB could be seen as more than still relevant today. Crysis is 45% faster in 4K with the X than the original. Is that the chip itself or memory helping? I vote the former given the 690 is 30% faster in 4K with the same game than the original Titan, with only 4GB total memory. VRAM isn't going to really be relevant for a bit other than those that are running stupidly large spans. It's a shame as Ryan touches on VRAM usage in Middle Earth, but doesn't actually indicate what's being used. There too, the 780Ti beats the original Titan sans huge VRAM reserves. Granted, barely, but point being is that VRAM isn't the reason. This won't be relevant for a bit I think.

    You can't compare an aftermarket price to how an OEM prices their products. The top tier card other than the TiX is the 980, which has been mentioned ad nauseam that the TiX is NOT worth 80% more given its performance. If EVGA wants to OC a card out of their shop and charge 45% more than a stock clock card, then buyer beware if it's not a 45% gain in performance. I for one don't see the benefit of a card like that. The convenience isn't there given the tools and community support for OCing something one's self.

    I too game on 25x14 and there've been zero issues regarding VRAM, or the lack thereof.
  • chizow - Monday, March 23, 2015 - link

    I didn't say VRAM was the only reason, I said it was one of the reasons. The bigger reason for me is that it is the FULL BOAT GM200 front and center. No waiting. No cut cores. No cut SMs for compute. No cut down part because of TDP. It's 100% of it up front, 100% of it for gaming. I'm sold and onboard until Pascal. That really is the key factor, who wants to wait for unknown commodities and timelines if you know this will set you within +/-10% of the next fastest part's performance if you can guarantee you get it today for maybe a 25-30% premium? I guess it really depends on how much you value your current and near-future gaming experience. I knew from the day I got my ROG Swift (with 2x670 SLI) I would need more to drive it. 980 was a bit of a sidegrade in absolute performance and I still knew i needed more perf, and now I have it with Titan X.

    As for VRAM, 12GB is certainly overkill today, but I'd say 6GB isn't going to be enough soon enough. Games are already pushing 4GB (SoM, FC4, AC:U) and that's still with last-gen type textures. Once you start getting console ports with PC texture packs I could see 6 and 8GB being pushed quite easily, as that is the target framebuffer for consoles (2+6). So yes, while 12GB may be too much, 6GB probably isn't enough, especially once you start looking at 4K and Surround.

    Again, if you don't think the price is worth it over a 980 that's fine and fair, but the reality of it is, if you want better single-GPU performance there is no alternative. A 2nd 980 for SLI is certainly an option, but for my purposes and my resolution, I would prefer to stick to a single-card solution if possible, which is why I went with a Titan X and will be selling my 980 instead of picking up a 2nd one as I originally intended.

    Best part about Titan X is it gives another choice and a target level of performance for everyone else!
  • Frenetic Pony - Tuesday, March 17, 2015 - link

    They could've halved the ram, dropped the price by $200, and done a lot better without much to any performance hit.
  • Denithor - Wednesday, March 18, 2015 - link

    LOL.

    You just described the GTX 980 Ti, which will likely launch within a few months to answer the 390X.
  • chizow - Wednesday, March 18, 2015 - link

    @Frenetic Pony, maybe now, but what about once DX12 drops and games are pushing over 6GB? We already see games saturating 4GB, and we still haven't seen next-gen engine games like UE4. Why compromise for a few hundred less? You haven't seen all the complaints from 780Ti users about how 3GB isn't enough anymore? Shoudn't be a problem for this card, which is just 1 less thing to worry about.
  • LukaP - Thursday, March 19, 2015 - link

    Games dont push 4GB... Check the LTT Ultrawide video, where he barely got Shadow of Mordor on ultra to go past 4GBs on 3 ulrawide 1440p screens.

    And as a game dev i can tell you, with proper optimisations, more than 4GB is insane, on a GPU, unless you just load stuff in with a predictive algorithm, to avoid PCIe bottlenecks.

    And please do show me where a 780Ti user isnt happy with his cards performance at 1080-1600p. Because the card does, and will continue to perform great on those resolutions, since games wont really advance, due to consoles limiting again.
  • LukaP - Thursday, March 19, 2015 - link

    Also, DX12 wont make games magically use more VRAM. all it really does is it makes the CPU and GPU communicate better. It wont magically make games run or look better. both of those are up to the devs, and the look better part is certainly not the textures or polycounts. Its merely the amount of drawcalls per frame going up, meaning more UNIQUE objects. (contrary to more objects, which can be achieved through instancing easily in any modern engine, but Ubisoft havent learned that yet)
  • chizow - Monday, March 23, 2015 - link

    DX12 raises the bar for all games by enabling better visuals, you're going to get better top-end visuals across the board. Certainly you don't think UE4 when it debuts will have the same reqs as DX11 based games on UE3?

    Even if you have the same size textures as before 2K or 4K assets as is common now, the fact you are drawing more polygons enabled by DX12's lower overhead, higher draw call/poly capabilities means they need to be textured, meaning higher VRAM requirement unless you are using the same textures over and over again.

    Also, since you are a game dev, you would also know Devs are going more and more towards bindless or megatextures that specifically make great use of textures staying resident in local VRAM for faster accesses, rather than having to optimize and cache/load/discharge them.

Log in

Don't have an account? Sign up now