Our 2015 GPU Benchmark Suite

Also kicking off alongside GTX Titan X today will be the first article to use our new 2015 GPU benchmark suite.

For 2015 we have upgraded or replaced most of our games, retiring several long-time titles including Bioshock: Infinite, Metro, and our last DirectX 10 game, Crysis Warhead. Our returning titles are Battlefield 4 and Crysis 3, the former of which is still a popular MP title to this day, and the latter continuing to pulverize GPUs well before we hit its highest settings.

Joining these 2 games are 7 new titles. Middle Earth: Shadow of Mordor and Far Cry 4 are our new action/shooter games, while Dragon Age: Inquisition rides the line between an action game and an RPG. Meanwhile for strategy games we have Civilization: Beyond Earth and Total War: Attila, these two games representing the latest entries in their respective series. Rounding out our collection is GRID Autosport, the latest GRID game from Codemasters, and the unique first person puzzle/exploration game The Talos Principle from Croteam.

AnandTech GPU Bench 2015 Game List
Game Genre API(s)
Battlefield 4 FPS DX11 + Mantle
Crysis 3 FPS DX11
Shadow of Mordor Action/Open World DX11
Civilization: Beyond Earth Strategy DX11 + Mantle
Dragon Age: Inquisition RPG DX11 + Mantle
The Talos Principle First Person Puzzle DX11
Far Cry 4 FPS DX11
Total War: Attila Strategy DX11
GRID Autosport Racing DX11

With new low-level APIs ramping up in 2015, we’re going to be paying particular attention to APIs starting this year, as everyone is interested in seeing what Vulkan (née Mantle) and DirectX 12 can do. Unless otherwise noted, going forward all benchmarks will be using low-level APIs when available, meaning DX12/Vulkan/Mantle when possible.

Meanwhile from a design standpoint our benchmark settings remain unchanged. For lower-end cards we’ll look at 1080p at various quality settings when practical, and for high-end cards we’ll be looking at 1080p and above at the highest quality settings. The one exception to this is 4K, which at 2.25x the resolution of 1440p remains difficult to hit playable framerates, in which case we’ll also include a lower quality setting to showcase what kind of quality hit it takes to make 4K playable on current video cards.

The Test

As for our hardware testbed, it remains unchanged from 2014, being composed of an overclocked Core i7-4960X hosed in an NZXT Phantom 630 Windowed Edition case.

CPU: Intel Core i7-4960X @ 4.2GHz
Motherboard: ASRock Fatal1ty X79 Professional
Power Supply: Corsair AX1200i
Hard Disk: Samsung SSD 840 EVO (750GB)
Memory: G.Skill RipjawZ DDR3-1866 4 x 8GB (9-10-9-26)
Case: NZXT Phantom 630 Windowed Edition
Monitor: Asus PQ321
Video Cards: AMD Radeon R9 295X2
AMD Radeon R9 290X
AMD Radeon HD 7990
NVIDIA GeForce GTX Titan X
NVIDIA GeForce GTX Titan
NVIDIA GeForce GTX 980
NVIDIA GeForce GTX 780 Ti
NVIDIA GeForce GTX 690
NVIDIA GeForce GTX 580
Video Drivers: NVIDIA Release 347.84 Beta
AMD Catalyst Cat 15.3 Beta
OS: Windows 8.1 Pro
Meet The GeForce GTX Titan X Battlefield 4
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  • Dug - Thursday, March 19, 2015 - link

    Thank you for pointing this out.
  • chizow - Monday, March 23, 2015 - link

    Uh, they absolutely do push 4GB, its not all for the framebuffer but they use it as a texture cache that absolutely leads to a smoother gaming experience. I've seen SoM, FC4, AC:Unity all use the entire 4GB on my 980 at 1440p Ultra settings (textures most important ofc) even without MSAA.

    You can optimize as much as you like but if you can keep texture buffered locally it is going to result in a better gaming experience.

    And for 780Ti owners not being happy, believe what you like, but these are the folks jumping to upgrade even to 980 because that 3GB has crippled the card, especially at higher resolutions like 4K. 780Ti beats 290X in everything and every resolution, until 4K.

    https://www.google.com/?gws_rd=ssl#q=780+ti+3gb+no...
  • FlushedBubblyJock - Thursday, April 2, 2015 - link

    Funny how 3.5GB wass just recently a kickk to the insufficient groin, a gigantic and terrible lie, and worth a lawsuit due to performance issues... as 4GB was sorely needed, now 4GB isn't used....

    Yes 4GB isn't needed. It was just 970 seconds ago, but not now !
  • DominionSeraph - Tuesday, March 17, 2015 - link

    You always pay extra for the privilege of owning a halo product.
    Nvidia already rewrote the pricing structure in the consumer's favor when they released the GTX 970 -- a card with $650 performance -- at $329. You can't complain too much that they don't give you the GTX 980 for $400. If you want above the 970 you're going to pay for it. And Nvidia has hit it out of the ballpark with the Titan X. If Nvidia brought the high end of Maxwell down in price AMD would pretty much be out of business considering they'd have to sell housefire Hawaii at $150 instead of being able to find a trickle of pity buyers at $250.
  • MapRef41N93W - Tuesday, March 17, 2015 - link

    Maxwell architecture is not designed for FP64. Even the Quadro doesn't have it. It's one of the ways NVIDIA saved so much power on the same node.
  • shing3232 - Tuesday, March 17, 2015 - link

    I believe they could put FP64 into it if they want, but power efficiency is a good way to make ads.
  • MapRef41N93W - Tuesday, March 17, 2015 - link

    Would have required a 650mm^2 die which would have been at the limits of what can be done on TSMC 28nm node. Would have also meant a $1200 card.
  • MapRef41N93W - Tuesday, March 17, 2015 - link

    And the Quadro a $4000 card doesn't have it, so why would a $999 gaming card have it.
  • testbug00 - Tuesday, March 17, 2015 - link

    would it have? No. They could have given it FP64. Could they have given it FP64 without pushing the power and heat up a lot? Nope.

    the 390x silicon will be capable of over 3TFlop FP64 (the 390x probably locked to 1/8 performance, however) and will be a smaller chip than this. The price to pay will be heat and power. How much? Good question.
  • dragonsqrrl - Tuesday, March 17, 2015 - link

    Yes, it would've required a lot more transistors and die area with Maxwell's architecture, which relies on separate fp64 and fp32 cores. Comparing the costs associated with double precision performance directly to GCN is inaccurate.

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