The Division

The final first person shooter in our benchmark suite, The Division is a multiplayer-only game powered by Ubisoft’s Snowdrop engine. The game’s design focuses on detailed urban environments and utilizes dynamic global illumination for parts of its lighting. For our testing we use the game’s built-in benchmark, which cycles through a number of scenes/areas of the game.

The Division - 3840x2160 - Ultra Quality

The Division - 3840x2160 - High Quality

The Division - 2560x1440 - Ultra Quality

As a bit of an unknown when it comes to engines, we went ahead and benchmarked this game at 4K with both Ultra and High settings, to see how performance was impacted by reducing the image quality. The result is that even at High quality, the GTX 1080 isn’t going to be able to hit 60fps. When it comes to The Division and 4K, your options are to either put up with a framerate in the mid-40s or make greater image quality sacrifices. That said, the GTX 1080 does get the distinction of being the only card to even crack 40fps at 4K; the GTX 1070 isn’t doing much better than 30fps.

More than anything else, this game is unexpectedly sensitive to the differences between the GTX 1080 and GTX 1070. Normally the GTX 1080 would lead by 25% or so, but in The Division that’s a 33% to 40% lead. It’s more than you’d expect given the differences between the two cards’ configurations, and while I suspect it’s a combination of memory bandwidth differences and ALU throughput differences, I’m also not 100% convinced it’s not a bug of some kind. So we’ll have to see if this changes at all.

In any case, the more significant gap between the Pascal cards means that while GTX 1080 is comfortably leading, this is one of the only cases where GTX 1070 isn’t at least at parity with GTX 980 Ti. The gap closes with the resolution, but at all points GTX 1070 comes up short. It’s not a total wash for the GTX 1070 since it’s both significantly cheaper and significantly more energy efficient than GTX 980 Ti, but it’s very rare for the card not to be hanging relatively close to GTX 1080.

Looking at the generational differences, GTX 1080 enjoys a solid lead over GTX 980. With the exception of 1440p, it improves on its direct predecessor by 60% or more. Meanwhile GTX 1070, despite its greater handicap, is a consistent 50%+ faster than GTX 970.

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  • Ninhalem - Wednesday, July 20, 2016 - link

    There's 32 freaking pages in this review. Maybe people have other jobs instead of writing all day long. Did you ever think of that?

    I'll take quality and a long publishing time over crap and rushing out the door.
  • Stuka87 - Wednesday, July 20, 2016 - link

    Thanks for the extremely in depth review Ryan!
  • cknobman - Wednesday, July 20, 2016 - link

    I cannot help feel just a bit underwhelmed.

    Of course these Nvidia cards kick some major butt in games that have always favored Nvidia but I noticed that in games not specifically coded to take advantage of Nvidia and furthermore games with DX12 that these cards performance advantage is minimal at best vs an old Fury X with half the video RAM.

    Then when you take into account Vulcan API and newer DX12 games (which can be found elsewhere) you see that the prices for these cards is a tad ridiculous and the performance advantage starts to melt away.

    I am waiting for AMD to release their next "big gun" before I make a purchase decision.
    I'm rocking a 4k monitor right now and 60fps at that resolution is my target.
  • nathanddrews - Wednesday, July 20, 2016 - link

    1080 is close to being that 4K60 card, but can't quite cut it. I'm waiting for "Big Vega" vs 1080Ti before dropping any money.
  • lefty2 - Wednesday, July 20, 2016 - link

    Great review - one of the few that highlights the fact the Pascal async compute is only half as good as AMD's version. Async compute is a key feature for increasing performance in DX12 and Vulkan and that's going to allow the RX 480 to perform well against the GTX 1060
  • Daniel Egger - Wednesday, July 20, 2016 - link

    "... why the memory controller organization of GP104 is 8x32b instead of 4x64b like GM204"

    Sounds like it's the other way around.
  • Ryan Smith - Wednesday, July 20, 2016 - link

    No, that's correct. 8 32bit wide controllers rather than 4 64bit wide controllers.

    http://images.anandtech.com/doci/10325/GeForce_GTX...

    http://images.anandtech.com/doci/8526/GeForce_GTX_...
  • DominionSeraph - Wednesday, July 20, 2016 - link

    >It has taken about 2 years longer than we’d normally see

    ... for a review of a flagship card to come out
  • sgeocla - Wednesday, July 20, 2016 - link

    The old Maxwell was so optimized it was always full and didn't even need Async Compute. The new Pascal is so much more optimized that it even has time to create the "holes" in execution (not counting the ones in your pocket) that were "missing" in the old architecture to be able to benefit for Async Compute. Expect Volta to create even more holes (with hardware support) for Async Compute to fill.
  • tipoo - Wednesday, July 20, 2016 - link

    That's demonstrably untrue.

    http://www.futuremark.com/pressreleases/a-closer-l...

    Plenty of holes that could have been filled in Maxwell.

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