ASRock Z77 Extreme4—Visual Inspection

ASRock are still insistent with bringing the black gold philosophy to its range, as seen here with the Z77 Extreme4 and later with the Z77 Extreme6. The main point you may immediately notice is the size and depth of the heatsinks covering up the power delivery—they are smaller than previous iterations of ASRock boards, and no longer connected via a heatpipe. This is indicative of quite a few boards we are looking at today, due to the low power requirements of the new processors and as a result, the lack of heat produced at stock voltage.

The socket area is relatively clean, especially to the south where we have no large intruding heatsink. The VRM heatsinks however do brush right up against the Intel specifications for the socket area, so you ultimately have only two directions (to the PCIe and towards the memory) in which to play around with big air coolers. The socket area is adorned with five fan headers—three along the top edge of the board and two chassis headers near the top PCIe x1 slot. The other header on board is along the bottom next to the two-digit debug.

The board is actually not a full ATX sized board—from left to right, it measures only 21.8 cm, rather than the standard ATX size of 24.4 cm. As a result this means ASRock do not have to deal with the far right holes in the motherboard for case mounting, and hence why the SATA ports in the bottom right are neatly tucked away. In this corner, we have the six SATA ports from the PCH (two SATA 6 Gbps, four SATA 3 Gbps) and another two from an ASMedia ASM1061 controller (SATA3_A1 is shared with an eSATA port, however). The internal USB 3.0 header is located nearer the 24-pin ATX power connector, perhaps indicating that is for both front case use and rear case use, taking up the space where the first PCIe x1 is.

The chipset heatsink is rather small, compared to Z68 and X79 boards, and is not connected via heatpipe to any other heatsink nearby. On the south side of the board are the standard array of audio and USB headers, along with a fan header and power/reset buttons. It is good also to see the two digit debug on the board as well.

The PCIe layout is indicative of what we will see on many Z77 boards this year, which do not use any form of PCIe lane expansion, such as a PLX chip. In this case, we have an x1, an x16 (x8 on dual card), a gap, a PCI, an x8, another PCI, and another x1. This is some smart thinking, as even with a dual GPU setup there is space for two single width PCIe x1 cards and a PCI card (which contrary to what some people think are still used in reasonable numbers).

Despite the stock image from ASRock looking a little bent on the back panel, we have a typical Z77 arrangement for IO. From left to right, a combination PS/2 port, two USB 3.0 ports (blue), a D-Sub output, a DVI-D output, HDMI, a clear CMOS button, two USB 2.0 ports (black), an eSATA port (red), gigabit Ethernet, two more USB 3.0 ports (blue), and a standard array of audio jacks featuring an optical SPDIF output.

Board Features

ASRock Z77 Extreme4
Size ATX
CPU Interface LGA-1155
Chipset Intel Z77
Power Delivery 8 + 4 Phase
Memory Slots Four DDR3 DIMM slots supporting up to 32 GB
Up to Dual Channel, 1066-2800 MHz
Video Outputs HDMI 1.4a, DVI-D, D-Sub
Onboard LAN Broadcom BCM57781
Onboard Audio Realtek ALC898
Expansion Slots 2 x PCIe x16 Gen3
2 x PCIe x1 Gen2
2 x PCI
Onboard SATA/RAID 2 x SATA 6 Gbps (PCH), Support for RAID 0, 1, 5, 10
2 x SATA 6 Gbps (ASMedia ASM1061)
4 x SATA 3 Gbps (PCH), Support for RAID 0, 1, 5, 10
USB Two USB 3.0 at rear (PCH)
Two USB 3.0 at rear (ASMedia 1042)
One USB 3.0 header (PCH)
Onboard 4 x SATA 6 Gbps
4 x SATA 3 Gbps
1 x IR Header
1 x CIR Header
1 x COM Header
1 x SPDIF Header
Power/Reset Buttons
Two Digit Debug LED
6 x Fan Headers
Front panel audio connector
3 x USB 2.0 headers (support 6 USB 2.0 ports)
1 x USB 3.0 header (supports 2 USB 3.0 ports)
Power Connectors 1 x 24-pin ATX connector
1 x 8-pin 12V connector
Fan Headers 2 x CPU Fan Header (one 4-pin, one 3-pin)
3 x CHA Fan Headers (one 4-pin, two 3-pin)
1 x PWR Fan Headers (3-pin)
IO Panel 1 x Combo PS/2 Port
1 x HDMI 1.4a
1 x DVI-D
1 x D-Sub
1 x Optical SPDIF
2 x USB 2.0
4 x USB 3.0
1 x eSATA 6 Gbps
1 x Gigabit Ethernet
1 x Clear CMOS
Audio Outputs
Warranty Period 3 years from date of purchase
Product Page Link

 

Rather than dump a Realtek NIC/Audio combination on this board, ASRock have gone for a Broadcom NIC. This means either they have struck a deal, or it works a lot better for their ASRock LAN software. ASRock are one of few motherboard manufacturers to state they support HDMI 1.4a on their website specifications as well. As one of the cheaper boards of this roundup, the Z77 Extreme4 actually comes away pretty well in terms of features.

Lucid’s Take on Virtu MVP and How it Should Work ASRock Z77 Extreme6
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  • extide - Tuesday, April 10, 2012 - link

    Do you even know what it means to preempt a frame? Cavalcade is describing the technology correctly. He is explaining pretty much the same thing as you are but you just don't get it..

    Also separate input and rendering modules means a lot. Typically a game engine will have a big loop that will check input, draw the frame, and restart (amongst other things of course) but to split that into two independent loops is what he is talking about.
  • Iketh - Wednesday, April 11, 2012 - link

    You really should look up "preemption." This is not what is happening... CLOSE, but not quite. Preemption is not the right word at all. This makes him incorrect and I kindly tried explaining. You are incorrect in backing him up and then accusing me of being inept. Guess what that makes you?

    On top of that, he's also not talking about splitting input and rendering into two loops. Not even close. How did you come up with this idea? He's asking how the input polling is affected with this technology. It is not, and can not, unless polling is strictly tied to framerate.

    I want to be clear that I'm not for this technology. I think it won't offer any tangible benefits, especially if you're already over 100 fps, and they want to power up a second GPU in the process... I'm just trying to help explain how it's supposed to work.
  • Iketh - Sunday, April 8, 2012 - link

    "handling input in a game engine" means nothing here. What matters is when your input is reflected in a rendered image and displayed on your monitor. That involves the entire package. Lucid basically prevents GPUs from rendering an image that won't get displayed in its entirety, allowing the GPU to begin work on the next image, effectively narrowing the gap from your input to the screen.
  • Iketh - Sunday, April 8, 2012 - link

    mistake post, sorry
  • Ryan Smith - Sunday, April 8, 2012 - link

    The bug comment is in regards to HyperFormance. Virtual V-Sync is rather simple (it's just more buffers) and should not introduce rendering errors.
  • Ryan Smith - Sunday, April 8, 2012 - link

    Virtual V-Sync is totally a glorified triple buffering, however this is a good thing.

    http://images.anandtech.com/reviews/video/triplebu...

    Triple buffering as we know it - with 2 back buffers and the ability to disregard a buffer if it's too old - doesn't exist in most DirectX games and can't be forced by the video card. Triple buffering as implemented for most DirectX games is a 3 buffer queue, which means every frame drawn is shown, and the 3rd buffer adds another frame of input lag.

    On paper (note: I have yet to test this), Virtual V-Sync should behave exactly like triple buffering. The iGPU back buffer allows Lucid to accept a newer frame regardless of whether the existing frame has been used or not, as opposed to operating as a queue. This has the same outcome as triple buffering, primarily that the GPU never goes idle due to full buffers and there isn't an additional frame of input lag.

    The overhead of course remains to be seen. Lucid seems confident, but this is what benchmarking is for. But should it work, I'd be more than happy to see the return of traditional triple buffering.

    HyperFormance is another matter of course. Frame rendering time prediction is very hard. The potential for reduced input lag is clear, but this is something that we need to test.
  • DanNeely - Monday, April 9, 2012 - link

    Lucid was very confident in their Hydra solution; but it never performed even close to SLI/xFire; and after much initial hype being echoed by the tech press it just disappeared. I'll believe they have something working well when I see it; but not before.
  • JNo - Monday, April 9, 2012 - link

    This
  • vailr - Sunday, April 8, 2012 - link

    Page 8 quote: "The VRM power delivery weighs in at 6 + 4 phase, which is by no means substantial (remember the ASRock Z77 Extreme4 was 8 + 4 and less expensive)."
    Yet: the "Conclusions" chart (page 14) shows the same board having 10 + 4 power.
    Which is correct?
  • flensr - Sunday, April 8, 2012 - link

    I'm bummed that ASUS didn't include mSATA connectors. Small mSATA SSDs would make for great cache or boot drives with no installation hassles and they're pretty cheap and available at the low capacities you'd want for a cache drive. That's a feature I will be looking for with my next mobo purchase.

    Ditching USB 2.0 is also one of the next steps I'll be looking for. Not having to spend a second thinking about which port to plug something in to will be nice once USB 2.0 is finally laid to rest. Having only 4 USB 3.0 ports is stupidly low this long after the release of the standard, and it's hampering the development of USB 3.0 devices.

    Finally, I've been repeatedly impressed by my Intel NICs over the last decade. They simply perform faster and more reliably than the other chips. I look for an Intel NIC when I shop for mobos.

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