Gaming Performance

Most games have a tough enough time stressing more than four cores, so the move to the 3960X won't do much for gaming in most cases (particularly when GPU bound). That being said, the added cache may help give SNB-E a slight bump over its quad-core brethren.

Civilization V

Civ V's lateGameView benchmark presents us with two separate scores: average frame rate for the entire test as well as a no-render score that only looks at CPU performance.

Civilization V - 1680 x 1050 - DX11 High Quality

In GPU bound scenarios the 3960X is no different than the 2600K. Civ V is a unique game in that its CPU workload does scale reasonable well across multiple cores:

Civilization V - 1680 x 1050 - DX11 High Quality

Here the 3960X is nearly 30% faster than the 2600K.

Crysis: Warhead

Crysis Warhead Assault Benchmark - 1680 x 1050 Mainstream DX10 64-bit

Dawn of War II

Dawn of War II - 1680 x 1050 - Ultra Settings

The larger cache helps give the 3960X a 9% advantage over the 2600K in Dawn of War II. At 1680 x 1050 the game isn't entirely GPU bound on our 5870.

DiRT 3

We ran two DiRT 3 benchmarks to get an idea for CPU bound and GPU bound performance. First the CPU bound settings:

DiRT 3 - Aspen Benchmark - 1024 x 768 Low Quality

DiRT 3 is an example of a CPU bound title (at lower resolutions) that doesn't scale well with core count or cache size. The 3960X is barely 2% faster than the 2600K.

DiRT 3 - Aspen Benchmark - 1920 x 1200 High Quality

Metro 2033

It is interesting to note that while SNB-E and SNB perform similarly here, both parts do offer a performance improvement over the Gulftown based 990X.

Metro 2033 Frontline Benchmark - 1024 x 768 - DX11 High Quality

Metro 2033 Frontline Benchmark - 1920 x 1200 - DX11 High Quality

Rage vt_benchmark

While id's long awaited Rage title doesn't exactly have the best benchmarking abilities, there is one unique aspect of the game that we can test: Megatexture. Megatexture works by dynamically taking texture data from disk and constructing texture tiles for the engine to use (note that Rage doesn't store textures in a GPU-usable format). As a result whenever you load a texture, Rage is transcoding the texture on the fly. This is normally done by the CPU.

The Benchmark: vt_ are all the virtual texture commands. Vt_benchmark flushes the texture cache and then times how long it takes to transcode all the textures needed for the current scene, from 1 thread to X threads. Thus when you run vt_benchmark 8, for example, it will benchmark from 1 to 8 threads (the default appears to depend on the CPU you have). Since transcoding is done by the CPU this is a pure CPU benchmark. I present the best case transcode time at the maximum number of concurrent threads each CPU can handle:

Rage vt_benchmark - 1920 x 1200

Starcraft 2

Starcraft 2

World of Warcraft

World of Warcraft

WoW does enjoy the 3960X's larger cache, here we see a 13% increase in performance compared to the regular Sandy Bridge parts.

Windows 7 Application Performance Power Consumption
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  • Valitri - Wednesday, November 16, 2011 - link

    Good review as always.

    Turns out to be slightly less than I was expecting. The performance "jump" from an 1155 SB just isn't there for generic enthusiasts and gamers. Perhaps encoders, renderers, and mathmaticians will enjoy the performance but it doesn't do much for me. Makes me very happy I stepped to a 2500k and I look forward to Ivy Bridge early next year.
  • Gonemad - Wednesday, November 16, 2011 - link

    If there are 16GB DIMMs, and this sucker has 8 DIMMs sockets... 128GB in a home system... hmmm. It makes SSDs all the less appealing. (Specially because you just blew lots of money in DIMM memory, but still...). Pop in a Ramdrive, wait 5 minutes to boot... don't wait anymore. I can see some specific usage that could benefit of this kind of storage subsystem speed. Even if it is a 'tiny' 64GB ramdrive.
    It may not entirely replace a small SSD, but you can do some neat tricks with that kind of RAM at home. I know only one module is many times more expensive than a SSD, but just the fact that you can do it is remarkable.

    Too bad this chip costs a lot, and IT. IS. HUGE. The thing has the size of a cup-holder, or at least the socket. With that amount of die you could build 2 * i7- 2600k and with the amount of money you blow on one, you can still pay for 3 * i7s.

    Oh yes, check for yourselves. That's your premium profit margin right there.

    This sucker has 435mm2 while the Sandy Bridge 4c has 216mm2. Twice more!
    This behemoth will nick your pockets in $999, when a i7-2600k cuts you $317.

    Nearly 3 times more. More than 3 times in fact. It is almost pi() times more. Wait, it is pi times more expensive, up to the third decimal. Hmm. I bet you are paying for the lost wafer too. Or it is just a wild coincidence. It doesn't perform twice as better, only 50% better, in some benchies. And it is so big that you can almost call it a TILE, not a CHIP. I am betting that on the same die you build 3 * 2600k, you can build only 2 of these and lose the difference. It should squash the competition. It is a bomb.

    Some chip.
    Diminishing returns indeed.
  • Wolfpup - Wednesday, November 16, 2011 - link

    "All of this growth in die area comes at the expense of one of Sandy Bridge's greatest assets: its integrated graphics core"

    Whaaaaat? Greatest assets? It's a waste of space. It should be used for more cache or another core or whatever on the quad version. I can't believe this site...Anandtech of all places...has ANYTHING positive to say about integrated graphics!~
  • noeldillabough - Wednesday, November 16, 2011 - link

    For laptops the integrated graphics is AWESOME however on my gaming machine with top end graphics cards eating space for integrated graphics seems silly.
  • jmelgaard - Thursday, November 17, 2011 - link

    The fact that you still talk about X number of cores shows you haven't understood my posts.

    Your thinking: "How many cores can I make my game utilize"

    My model: "How many small enough jobs of processing can I split my game up into"

    Number of cores have no relevance in modern architectures, while in a Game engine you properly wan't to take control over the execution of those jobs, priority jobs etc.

    The funny thing is, your BF3 already runs on 500+ cores when it comes to the rendering, lighting, polygon transformations and so on... All by chopping the big job of rendering a screen into little bits of work... just like i suggest you can do with the rest of a game, just like we do with so many other applications today.

    "I doubt it. There's a reason why game engines are modified as they get older."

    Almost every single corp only sees ahead to the next budget year...
  • seapeople - Saturday, November 19, 2011 - link

    Of course it's inevitable you would resort to personal attacks and profanity in an argument you are losing.

    It's a different mindset... do you think graphics work is programmed by thinking "Ok, today's GPU's have 500 cores, so let's optimize our game to use exactly 500 threads..."
  • abhicherath - Sunday, November 20, 2011 - link

    Why?Why are those 2 fused off....seriously for a 1000 buck CPU, you don't expect intel to hold stuff back....gosh, this is competition crap. If AMD's bulldozers were powerful as hell and outperformed the i7's i sure as hell expect that those 2 cores would be active....
    what's your opinion?
  • jmelgaard - Sunday, November 20, 2011 - link

    "This doesn't involve a diatribe about number of cores in modern architectures."

    What what?... Do you even know what you are writing anymore?

    What I am talking about is software architecture, which is highly relevant to the discussion.
  • Flerp - Sunday, November 20, 2011 - link

    Even though there are very healthy gains in specific areas, I find the Sandy E to be a bit underwhelming, especially compared to how badly the X58 slaughtered the 775 platforms when it made its debut. I guess I'll be holding on to my X58 platform for another year or so and see what kind of improvements Ivy will bring.
  • jmelgaard - Monday, November 21, 2011 - link

    @rarson

    The whole reason I begin to talk about software architectures is because you are so hell-bend on sticking to your idea of "optimizing to a number of cores", I had to have you realize that you need to let go of that idea, your refusal to do so only makes me hope that you don't actually work with software development. No offence intended, because I would never be fit building a house either, it's not my field.

    If you had ever gotten to understand that, the next discussion would be if it was beneficial to adopt this strategy within games, if it was viable and if it had a ROI that was worth pursuing if you could choose outside the bounds of this years budget, would it be an architecture that might cost us 2 to 3 times to pursue now, but saved us 20% development costs on our next games or engines for the next 10 years.

    Of-course this could be a swing-and-miss if someone revolutionized how we look at our processors, much like they have done with GPU's, but as we have "barely" entered the multi-core-cpu-era, I don't expect this to happen within the next 10 years.

    However that is all irrelevant because 10 years is not the time-frame, it is not even 5 or 3... the time-frame is a year at a time, and the cheapest solution in the time-frame of this years budget, that's the chosen one, that's the reason you are looking for, that is why they do it. And this is how almost, if not all, stock-based corporation operates. Why?... Because they have to satisfy stockholders... There is no other reason or rationalizations behind it.

    DICE it self is not a stock-based company, but it is a fully owned by Electronic Arts, which is. And so EA's financial numbers is directly impacted by DICE as it counts towards EA's assets (not necessarily Revenue though).

    With that, I am done with you, your best argument seems to be "They did it, so that must be the right thing to do"... When was anyone's choice ever evidence of it being the best one?

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