ECS Z77H2-AX—Visual Inspection

If all you ever wanted in life was something colored gold, I think ECS have you covered. As part of their Golden Board branding, the ECS Z77H2-AX has been plated with a layer of gold paint. Well, their heatsinks, heatpipes, socket, capacitors, VRMs and IO panel have all had a layer of gold paint added in order to improve aesthetics. When I first took this board out of the wrapper, I was figuratively blinded by just how much of the gold color was in my face.

Initially ECS will be releasing two high-end Z77 boards, with this one being the most expensive we have in for review, at an MSRP of $319. As such, I would expect it to perform near the top in almost every aspect—features, extras, performance and usability. As more than twice the price of the ASRock Z77 Extreme4, it had better be at least twice the board.

For a start, we can see that the socket is closed in, with the heatsinks and the memory slots being right up against Intel's minimum required socket spacing. This means big air coolers may not get a chance to fit, and only stock or water-cooling need apply. If that is the case, then I hope ECS have a robust overclock system in place.

One thing to feel disappointed by the ECS board though is the lack of fan headers. Around the socket you are lucky to have two—one 4-pin between the top VRM heatsink and the memory slots, and a 3-pin just above the 24-pin ATX power connector. A solitary third is on the bottom of the board. In the past ECS fan OS controls have had some of the better software support; however, it does not make sense to have only three headers on this.

Down the right hand side of the board, below the ATX power connector, are a pair of power/reset buttons, the standard six SATA ports from the PCH, and a two-digit debug display. Note we do not have any other SATA controllers for internal ports on the board. Below the two-digit debug display is an mSATA connector, which doubles up as a mini-PCIe if a user want to use a WiFi module (note, there is one on board already) or a TV Tuner.

On the south side of the board we are not given a vast amount of headers to say it is cramped—aside from standard front panel headers, there is a USB 3.0 header, a COM header, and a solitary USB 2.0 header.

This big selling point of this board over the other boards in this preview however is its multi-GPU capabilities. ECS have decided to invest in a PLX PXE 8747 chip, which is akin to the NF200 chips we saw on X58. This chip will expand the 16 PCIe 3.0 lanes on the board to 32, meaning that on the PCIe slots, we can have x16/x16 in dual card mode, or x16/x8/x8 in tri-card mode.

Thus in order we have an x1, an x16, x1, PCI, x16/x8, PCI, x8. So if all three full length PCIe slots are filled, there is still access to an x1 and a PCI, but we lose a lot of the functionality on the south part of the board.

The back panel has a mix and match of capabilities and functionality. From the left, we have a Bluetooth dongle, two USB 2.0 (red), an eSATA, a clear CMOS button, D-Sub, HDMI, a WiFi dongle, two USB 2.0, an eSATA, two USB 3.0, gigabit Ethernet, two USB 3.0, optical SPDIF and audio jacks. The big selling point for me is the WiFi, which ECS have cunningly added to their top range boards for a few chipsets now.

Board Features

ECS Z77H2-AX
Size ATX
CPU Interface LGA-1155
Chipset Intel Z77
Power Delivery 12 + 2
Memory Slots Four DDR3 DIMM slots supporting up to 32 GB
Up to Dual Channel, 1066-2800 MHz
Video Outputs HDMI, D-Sub
Onboard LAN Realtek 8111E
Onboard Audio Realtek ALC892
Expansion Slots 2 x PCIe x16 Gen3 (x16, x8/8)
1 x PCIe x16 Gen2 (x4)
2 x PCIe x1 Gen2
2 x PCI
Onboard SATA/RAID 2 x SATA 6 Gbps (PCH), Support for RAID 0, 1, 5, 10
4 x SATA 3 Gbps (PCH), Support for RAID 0, 1, 5, 10 2 x eSATA 3 Gbps
USB 6 USB 3.0 ports (4 back panel, 2 from headers)
6 USB 2.0 ports (4 back panel, 2 from headers)
Onboard 2 x SATA 6 Gbps
4 x SATA 3 Gbps
1 x USB 3.0 Header
1 x USB 2.0 Header
3 x Fan Headers
1 x COM Header
1 x SPDIF Output Header
1 x Front Panel Audio Header
Power/Reset Buttons
Debug LED
1 x mSATA
Power Connectors 1 x 24-pin ATX connector
1 x 8-pin 12V connector
Fan Headers 1 x CPU Fan Header (4-pin)
1 x SYS Fan Header (3-pin)
1 x PWR Fan Header (3-pin)
IO Panel 4 x USB 3.0 Ports
4 x USB 2.0 Ports
1 x HDMI
1 x D-Sub
1 x Gigabit Ethernet
1 x Optical SPDIF Output
1 x Clear CMOS Button
1 x Wifi Connector
1 x Bluetooth
2 x eSATA 3 Gbps
Audio Ports
Warranty Period 3 Years from date of Purchase (3yr parts, 2yr labor)
Product Page Link

Despite having WiFi, mSATA and extended PCIe 3.0 lanes, the ECS board is down on audio (Realtek ALC892 rather than ALC898 of others), lacking fan headers and also lacking video outputs, with a lot of people requiring DVI to D-Sub or DVI to HDMI connectors.

MSI Z77A-GD65 Biostar TZ77XE4
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  • 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.
  • extide - Tuesday, April 10, 2012 - link

    I am sure he knows that. He was just giving a bit of detail as to his exact experience, of which I would bet is far more than most people on here. You have to be very aware of things such as latency and delay when you are handling input in a game engine. I agree with the OP and am skeptical also. The bit that makes me most curious is the transfer of the fully rendered screens from one framebuffer to the other, that has to add some latency, and probably enough to make the entire process worthless. It's not like Lucid has a good track record on stuff like this, I mean we all know how their cross platform SLI/CF took off and worked so well....
  • Iketh - Wednesday, April 11, 2012 - link

    Why would you need to physically copy framebuffers?? I'm sure pointers are used...

    I have no idea if this has tangible benefits, but theoretically it does. None of us know until we can test it. I'm more inclined to discredit the people already discrediting Lucid, despite Lucid's track record. That's what you call hating.
  • Iketh - Wednesday, April 11, 2012 - link

    excuse me, you're right... it has to copy the frame from gpu to igpu... what kind of crap tech is this???
  • ssj3gohan - Sunday, April 8, 2012 - link

    Personally, I'm absolutely uninterested in anything 'high-performance', especially fancy gaming stuff. Not to say that I don't think that's a valid market niche, but I see other possibilities.

    I'm really looking forward to new thin ITX boards with built-in DC-DC converter (i.e. running directly off a 19V brick), and I am especially wondering whether Intel (or Zotac, possibly) is going to build a golden board this time around. Last time, they made DH61AG which was a nice board, but lacked an msata port (kind of a must for a truly thin computer) and 'only' had an H61 chipset.

    With H77, I expect it will be possible to make a thin ITX board with USB 3.0 and a fast on-board SSD option, combining this with an HD 4000 equipped processor would enable users to build a truly thin (sub-4 inch thick) computer that fits on the back of their monitor but still provides ample computing power.
  • Senti - Sunday, April 8, 2012 - link

    It sounds to me that Lucid Virtual V-Sync is just glorified triple buffering with a lot of marketing and a bit of overhead for transferring frames and powering two video cards instead of one. I'm very skeptical on the HyperFormance too.
  • Cavalcade - Sunday, April 8, 2012 - link

    It seems a bit more involved than triple buffering, more like having 2 buffers where the back buffer is not flipped until it is fully rendered. Seems like this would lead to more stuttering, and given the number of times they asked Mr. Cutress to reiterate that this would be a bug, it may be something they are seriously concerned with.

    Thinking about it a little more, I'm not sure what advantages this system would have over a system with separated input and rendering modules. The academic side of me is extremely interested and hopeful, but the practical developer side of me is going to require a lot more to be brought on board.
  • Iketh - Sunday, April 8, 2012 - link

    Separate input and rendering modules, as I stated in an earlier post, means nothing. They allow for a responsive mouse cursor, for instance. But, when you actually provide input that alters the RENDERED WORLD, you have to wait for that input to reflect on screen. It doesn't matter how perfectly the software solution is architected, you still have to wait for the rendering of the image after your input.

    Lucid simply prevents renders that never get displayed in their entirety, allowing the GPU to work on the NEXT image, shortening the time from your input to the screen.
  • Cavalcade - Monday, April 9, 2012 - link

    The comment was to indicate that while I have experience writing input systems, rendering is still relatively new to me; simply a qualifier of my impression and opinion.

    The way I am understanding Lucid, it is attempting to preempt displaying a frame that is not fully rendered in time for the next screen refresh. By presenting a virtual interface to both the GPU and the application, the application believes the frame has been rendered (displaying user input at that time) and proceeds to render the next frame. Thinking more about it, would this reduce the time interval between input reflected in frame one (which was preempted) and frame two (which will be displayed) so that rather than having input sampled at a fixed rate (say 60Hz) and displayed at a variable rate, input would be more closely tied to the frame for which it is intended.

    My interest is rising, but it still seems like a rather complex solution to a problem that I either haven't experienced, or which doesn't really bother me.
  • Iketh - Tuesday, April 10, 2012 - link

    it's not preemtively doing anything, except determining if a frame added to the queue will finish rendering in time... if not, it >>>>DOESNT LET THE GPU RENDER IT<<<< and places the previously rendered image in its place, allowing the GPU to immediately begin work on the FOLLOWING frame... that's it... it cuts unneeded frames from queues

    as for your input sampling rate question, that's entirely based on how the application is coded to handle input, lucid has nothing to do with this...

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