GeForce GTX 670 2 and 3-way SLI review

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DX11: Crysis 2 - High Res Textures

 

DX11: Crysis 2 - High Res Textures

Crysis 2 then. With the recent DirectX 11 patch and that High Resolution Texture pack (download) we all know one thing, Crysis has become the best looking game to date. DirectX 11 hardware tessellation is the headline feature, but the Ultra Upgrade also introduces soft shadows with variable penumbra, improved water rendering, and particle motion blur and shadowing. Having been originally omitted from CryEngine 3, Parallax Occlusion Mapping has been reintroduced, as has full-resolution High Dynamic Range motion blur, making the games use of camera panning more detailed and defined. To improve performance further, hardware-based Occlusion Culling has been implemented, resulting in performance improvements from objects and scenery out of view not being rendered.

The test run applied is stringent, harsh and really only suited for high-end DX 11 class graphics cards of 2011 and 2012.

GeForce GTX 670 SLI

Crysis 2; we apply everything. Image quality settings:

  • DirectX 11
  • High Resolution Texture Pack
  • Ultra Quality settings
  • 4x AA
  • Level: Times Square (2 minute custom time demo)

Crysis 2 is highly GPU dependant, and that makes it scale really good. At that generic and most used 1920x1200 monitor resolution however, not so much. The one title we expected to scale with 3-way SLI at 1920x1200 doesn't seem to make a difference. 2-way SLI scales nicely though.

Once you arrive at 4 Mpixels - 2560x1600 that's where scaling kicks in.

GeForce GTX 670 SLI

And here's a comparative chart, though 2560x1600 scales like a beast, the results at 1920x1200 are sober for 3-way SLI. Even 20way SLI scaling could have been a notch better IMHO.

GeForce GTX 670 SLI

And some of the multi-GPU result I had available. Lot's are still missing -- but as you can see at 1920x1200 that 90'ish framerate is a trend, meaning there is a system bottleneck, likely the CPU.

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