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Review: ZOTAC GeForce 8800 GT 512 AMP! Edition

by Tarinder Sandhu on 17 December 2007, 08:57

Tags: ZOTAC Geforce 8800 GT, ZOTAC

Quick Link: HEXUS.net/qakn5

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System setup and notes


Hardware

Graphics cards ZOTAC GeForce 8800 GT 512MiB AMP! Edition MSI NX8800GT-T2D512E-OC 512MiB ASUS GeForce 8800 GTS 320MiB ATI Radeon HD 3870 512MiB
Current pricing, including VAT £199 £175 £180 £150
Shader Model 4.0 4.1
Stream processors 112 96 320
GPU clock speed (MHz) 700 660 513 777
Shader clock speed (MHz) 1674 1650 1188 777
Memory clock speed (MHz) 2000 1900 1584 2252
Memory bus width (Bits) 256 320 256
CPU Intel Core 2 Extreme QX6850 LGA775 (3.0GHz, 8MiB L2 cache, quad-core)
Motherboard eVGA NF68 (nForce 680i SLI) ASUS P5E3 Deluxe WiFi-AP (Bearlake X38)
Motherboard BIOS P31 0504
Mainboard software NVIDIA device driver 15.08 Intel Inf 8.4.0.1016
Memory 4GiB (4 x 1GiB) DDR2-1066 4GiB (4 x 1GiB) DDR3-1066
Memory timings and speed 5-5-5-15 2T @ 1066MHz 7-7-7-20 2T @ 1066MHz
PSU Gigabyte ODIN GT 800W Enermax Galaxy DXX 850W
Monitor Dell 30in 3007WFP - 2,560x1,600
Disk drive(s) Seagate 160GiB SATAII (ST3160812AS)
Graphics driver NVIDIA ForceWare 169.04 CATALYST 7.11 BETA
Operating system Windows Vista Business, 64-bit

Software

3D Benchmarks Company Of Heroes: Opposing Fronts v2.103: DX9 and DX10
Enemy Territory: Quake Wars v1.2 (demo_00010.dem, map Valley)
Lost Planet: Extreme Condition v1.004 built-in benchmark: DX10


Notes

We've dropped the Crysis demo and will revisit the full-game version in the next round of graphics-card benchmarking.

Comparison numbers will be made against the not-quite-so-overclocked MSI GeForce 8800 GT OC, GeForce 8800 GTS 320 and Radeon HD 3870 512MiB cards.

Our transition to Microsoft Vista Business 64-bit hasn't been without its share of problems. The most pressing issue relates to obtaining reproducible numbers on a consistent basis. We have seen that Vista performance is inherently more variable than that of Windows XP, such that the deviation between sets of runs on the same card has been as high as 15 per cent. Running practically countless iterations has helped eliminate the majority of the variance.

We've run our three games with the in-game settings fixed at high/very high and at suitably card-taxing resolutions, with antialiasing/anisotropic filtering applied. We'll note any testing anomalies during benchmark commentary, of course.