ASUS P8Z77-V Deluxe—Visual Inspection

In the next notch up in the channel board segregation, ASUS sell the Deluxe. This will be the first ASUS Deluxe board we have reviewed at AnandTech since the Llano mini-ITX F1A75-I Deluxe last year. In comparison to the P8Z77-V Pro, the Deluxe features several upgrades in terms of functionality and comfort.

The first to note is the increased power delivery to the CPU—this time in the form of a 16 + 4 phase power delivery. As a result, the VRM heatsinks to the left of the CPU are directly connected via a heatpipe to another heatsink below the socket. Also on board are the ‘enthusiast’ power/reset buttons and two-digit debug that we did not see on the Pro, and the use of dual NICs on the I/O, in the form of an Intel 82579V and a Realtek 8111F.

Due to the positioning off the heatsinks on the Deluxe compared to the Pro, the socket area seems a bit smaller (for example, the left hand heatsink is moved further in towards the socket), meaning that big air coolers may have a tougher time if they do not fit into Intel’s socket specification. Around the socket itself, we still have access to five fan headers—two 4-pin on the top of the board, one 4-pin to the bottom left of the main VRM heatsink, and one 4-pin either side of the 24-pin ATX power connector. A sixth fan header on board is found at the bottom next to the two-digit debug output.

Above the main power connector on the right hand side are the MemOK button and the TPU switch (for a fast automatic overclock). Below it is a USB 3.0 header, and a set of eight SATA ports. Similar to the ASUS Pro, we have four SATA 3 Gbps from the PCH, two SATA 6 Gbps also from the PCH, and two SATA 3 Gbps from a different controller—the Marvell 9128. This allows RAID 0/1 on these two SATA 6 Gbps ports.

The south side of the board still contains front panel headers and USB 2.0 ports, but also comes with the aforementioned power/reset buttons and two-digit debug display. We also find a ClearCMOS button on board, useful for overclockers. There is also a header labelled 'TB_Header', which should mean Thunderbolt, but there is no mention of it in the specifications. I will have to check up on this.

Update: The TB_Header is actually for a new Thunderbolt add-in card that ASUS will be selling. This is aimed to go into the x4 slot and provide Thunderbolt connectivity. MSRP will be around the $30-$40 mark so I am told.

In terms of the PCIe, we have a little bit of confusion. While in the middle between the PCIe is a PLX chip, it is not the PLX PXE 8747 chip that increases PCIe lane count. The one on the Deluxe is just to provide extra data transfer access for the various controllers on the motherboard. This means that the third full length PCIe in black is like other boards in that this is a PCIe 2.0 x4, non-GPU port. So from the top, we have a PCIe x1, x16 (x8 in Multi-GPU), x1, x1, x8, x1, x4. As a result, there is no PCIe to PCI bridge chip on this high-end model for PCI slots.

For the back panel, ASUS have done a juggling act deciding what to include. On the far left is a set of four USB 2.0 ports (black), a mini-PCIe WiFi + Bluetooth module, two USB 3.0 (blue), two eSATA, optical SPDIF output, HDMI output, DisplayPort, dual gigabit Ethernet, another four USB 3.0 ports (blue), a BIOS flashback button, and audio outputs. So in the name of a double NIC and 10 total USB ports on the back panel, we have lost D-Sub, DVI, IEEE1394 and a ClearCMOS button.

Board Features

ASUS P8Z77-V Deluxe
Size ATX
CPU Interface LGA-1155
Chipset Intel Z77
Power Delivery 16 + 4
Memory Slots Four DDR3 DIMM slots supporting up to 32 GB
Up to Dual Channel
Video Outputs DisplayPort, HDMI
Onboard LAN Intel 82579V
Realtek 8111F
Onboard Audio Realtek ALC898
Expansion Slots 2 x PCIe x16 Gen3 (x16, x8/8)
1 x PCIe x16 Gen2 (x4)
4 x PCIe x1 Gen2
Onboard SATA/RAID 2 x SATA 6 Gbps (PCH), Support for RAID 0, 1, 5, 10
2 x SATA 6 Gbps (Marvell PCIe 9128), RAID 0, 1
4 x SATA 3 Gbps (PCH), Support for RAID 0, 1, 5, 10
2 x eSATA 6 Gbps (ASMedia)
USB Four USB 3.0 at rear (2 PCH, 2 ASMedia)
Two USB 3.0 headers on board (PCH, ASMedia)
Eight USB 2.0 (4 back panel, 4 on board)
Onboard 4 x SATA 6 Gbps
4 x SATA 3 Gbps
1 x USB 3.0 Headers
2 x USB 2.0 Headers
6 x Fan Headers
1 x SPDIF Header
1 x Front Panel Audio Header
1 x TB Header
MemOK! Button
TPU/EPU Switches
USB Flashback Button
Power/Reset Buttons
Power Connectors 1 x 24-pin ATX connector
1 x 8-pin 12V connector
Fan Headers 1 x CPU Fan Header (4-pin)
4 x CHA Fan Headers
1 x OPT Fan Header
IO Panel 2 x eSATA 6 Gbps
1 x DisplayPort
1 x HDMI 1.4a
2 x Gigabit Ethernet
6 x USB 3.0
4 x USB 2.0
1 x Optical SPDIF
Audio Outputs
Bluetooth V4.0
Wifi
USB Flashback
Warranty Period 3 Years
Product Page Link

Obviously one of the main selling points of the board is the onboard WiFi and Intel NIC (alongside a Realtek NIC).

ASUS P8Z77-V Pro Gigabyte GA-Z77X-UD3H Wifi
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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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