NVIDIA GeForce GTS 450 (SLI). “Fermi” for the masses
Introduction
With the GeForce GTX 460 had NVIDIA after long wait not only the first own DirectX-11 products in the sub 200-euro placed, but with 768 MB – and the 1,024 MB variant developed two very good graphics cards know to please the Bank. However the two subjects for numerous potential customers still too expensive, so now is an another run in the wings.
So, today, NVIDIA presents the GeForce GTS 450, that will change hands for less than 150 euros and thus addresses the lower mid range market, in which many less sophisticated games and casual players cavort. To address this, NVIDIA is not on the GF104-GPU like on the GeForce GTX 460, but goes one step further (downward) with the GF106 chip. The GPU is again because with less computing units, is smaller and thus cheaper to produce.
With of the game in this test is the reference design of the GeForce GTS 450, which strongly reminds of that of the GeForce GTX 460 – it the same cooler is used. In addition we take a first look on the MSI GeForce GTS 450 cyclone OC, as well as the ZOTAC GeForce GTS 450 AMP!, which we soon will feel more precisely on the tooth in a separate test.
Technical data
< div >
| GeForce GTS 250 |
GeForce GTS 450 |
GeForce GTX 460 |
Radeon HD 5750 |
|
|---|---|---|---|---|
| Logo | ||||
| Chip | G92b | GF106 | GF104 | RV840/Juniper |
| Transistors | about 754 million | approx. 1.17 billion | approx. 1.95 billion | approx. 1.04 billion |
| Production | 55nm | 40 nm | 40 nm | 40 nm |
| Core clock | 738 MHz | 783 MHz | 675 MHz | 700 MHz |
| Shader clock | 1,836 MHz | 1,566 MHz | 1,350 MHz | 700 MHz |
| Shader units (MADD) |
128 (D) | 192 (1 D) | 336 (1 D) | 144 (5 D) |
| FLOPs (MADD/ADD) | 705 GFLOPs *. | 601 GFLOPs | 907 GFLOPs | 1.008 GFLOPs |
| ROPs | 16 | 16 | 24 | 16 |
| Pixel fill rate | 11.808 Generation / s | 12.528 Generation / s | 16200 Generation / s | 11,200 Generation / s |
| TMUs | 64 | 32 | 56 | 36 |
| T | 64 | 32 | 56 | 36 |
| Texelfuellrate | 47.232 MTex / s | 25.056 MTex / s | 37.800 MTex / s | 25,200 MTex / s |
| Shader model | SM 4 | SM 5 | SM 5 | SM 5 |
| Hybrid-CF /-SLI | X | X | X | X |
| effective Windows Power saving |
√ | √ | √ | √ |
| Amount of memory | 1,024 MB GDDR3 | 1.024MB GDDR5 | 768 MB GDDR5 | 1024 MB GDDR5 |
| Memory clock | 1100 MHz | 1.804 MHz | 1,800 MHz | 2,300 MHz |
| Memory interface | 256-Bit | 128-Bit | 192 Bit | 128-Bit |
| Memory bandwidth | 70,400 MB / s | 57.728 MB / s | 86.440 MB / s | 73.660 MB / s |
Already the GF104 GPU on the GeForce GTX 460 based in principle on the GF100 architecture, but there some profound changes to adapt the calculating engine in the 200-euro market. So, for example the ALU too TMU ratio was modified. The GF106 on the GeForce GTS 450 is now in turn entirely based on the GF104, only the number of execution units was reduced again.
The GF106 is still produced in the 40-nm process at TSMC and includes 1.17 billion transistors. On the GPU only a full-fledged graphics processing clusters (GPCs) is left, which is why there are still four streaming multiprocessors (SM), the Shadereinheiten scalar from 48 (GF100: 32 beer), which can perform a MADD (multiply-ADD) per stroke, exist. There are therefore still 192 beer on the GF106.
The text ureinheiten are as usual on the streaming multiprocessors connected. Pro SM is connected a texture clusters, which are each briefly together sets from eight full texture mapping units, TMUs, which can a pixel Bilinear filtering and address bar. The GeForce GTS 450 can access back to 32 text ureinheiten. In addition, each SM with a Polymorph engine therefore (four on the GF106), which takes care of the grid’s work including the tessellation calculations is.
Three ROP-partitions are installed on the GF106, each consisting of eight grid operation processors (ROPs). However, only two are enabled on the GeForce GTS 450. A 64-bit large memory controller is connected Pro ROP partition continue to the storage interface on the GeForce GTS 450 has a width of 128 bits (the GF106 enables a 192-bit interface maximum 24 ROPs). Thus the storage size is 1,024 MB or 2048 MB depending on the choice of the manufacturer of 512 MB (appropriate models to come may be later).
The TMU domain on the GeForce GTS 450 is approached with 783 MHz, while the Shadereinheiten have a bar of 1,566 MHz. The GDDR5 memory works on the mid range card 1.804 MHz. The video card power consumption shall be no more than 106 Watts according to NVIDIA in typical load scenarios such as in games. Accordingly, a six-pin power connector for the supply is sufficient.
* That we specified GFLOP numbers of G80/G92 graphics cards correspond to the theoretical maximum output, if all beer can access the entire capacity of MADD-and MUL units. This is the case on a G80 practically never. While the MADD can be used completely for “General Shading”, has the second MUL mostly other tasks and takes care of the perspective correction or works as a Attributinterpolator or special function unit (SFU). With the ForceWare 158.19 (as well as its Windows Vista subsidiary) the second MUL cannot be used even for General shading, apparently but not completely, because “Special features” must continue to run. For this reason are the real GFLOP numbers under the theoretical maximum.
Impressions
NVIDIA GeForce GTS 450
With the GeForce GTS 450, NVIDIA will brush up on the lower mid range segment and there place the first own DirectX 11 products. The graphics card will change hands for around 130 euros where as of today, the first products should be available. We expect a large number of several specimens including your own designs and higher clocked cards.
The reference design is because in a green PCB that has not quite 21.5 cm in length and thus the same length as the counterpart of the GeForce GTX 460. The installation in a normal housing should therefore not be a problem. To function correctly, a single six pin power plug is sufficient because the typical power consumption according to NVIDIA should be at about 106 Watts.
The dual-slot cooler is an old acquaintance at least visually, because absolutely identical to the mate on the GeForce GTX 460 are the plastic housing including the installed fan. However, the pure weight already shows that the copy on the new graphics card a lot must be simpler knitted.
And in fact, the circular heat sink to the GF106-GPU is less than a lot. The structure is identical but with some aluminium fins. An aluminium core sits on the computer chip. NVIDIA, however, completely abandoned heatpipes. A large in diameter 75 mm axial fan is placed precisely centrally and is governed by an active fan control.
On the GeForce GTS 450 added to the TMU domain to 51 MHz down, in order to save electricity. The same applies to the Shadereinheiten that work only with 101 MHz. The 1024 MB GDDR5 memory produced by Samsung, acts in 2D mode 135 MHz.
On the bracket of the purchaser finds that usual two dual-link DVI now for NVIDIA cards-as well as a mini-HDMI output. For the latter, a mini-HDMI to HDMI adapter should be accompanied by the most Partner cards.
Models of EVGA, MSI, and ZOTAC
As well as at the launch of the GeForce GTX 460, there will be from the first day in many different GeForce GTS-450-models that no longer share much with the reference design. Self-developed PCBs, other cooling systems and higher clock rates will be on the agenda.
The first three cards of partners have already found their way in our test lab: the MSI GeForce GTS 450 cyclone OC, as well as the ZOTAC GeForce GTS 450 AMP!, which we will test in the coming days with the EVGA GeForce GTS 450 FTW in a separate article.
≪ div > Photo Gallery “MSI GeForce GTS 450 cyclone OC” (14 images)
The EVGA GeForce GTS 450 FTW (the show met a unfortunately slightly late for images) will continue to be on the reference cooler and the reference design, increases the clock rates but still clearly. The TMU domain goes with 920 MHz to works, the Shadereinheiten 1840 MHz and the memory 2.050 MHz.
The MSI GeForce GTS 450 cyclone OC is known “Cyclone cooler” used on the GeForce GTX 460 cyclone (computer base test), however, on the. This works on the run in all walks of life very quietly and slightly better than the reference cooler cools the card. The clock rates are located at 850, 1,700 and 2,000 MHz.
≪ div > Photo Gallery “ZOTAC GeForce GTS 450 AMP!” (12 Images)
ZOTAC sends the GeForce GTS 450 AMP! in the race, which is equipped with a slightly shorter PCBs as well as an own cooling system. This acts just as pleasantly silent. The TMU domain added to the map at 875 MHz, the Shadereinheiten with 1.750 MHz and the memory with 2,000 MHz. The recommended retail price is 149 euros, the street price should be lower.
Test system
Test system:
- Processor
- Intel Core i7 965 extreme Edition (overclocked by multiplier to 3.87 GHz, quad-core)
- CPU cooler
- Noctua NH-U12P
- Motherboard
- ASUS rampage 2 extreme (Intel X 58, BIOS version: 1639)
- Memory
- 3 x 2,048 MB Corsair DDR3-1600 (8-8-8-24)
- Graphics cards
- ATi Radeon HD 5970 (725 / 2000), 2 x 1024 MB
- ATi Radeon HD 5870 (850 / 2,400), 1,024 MB
- ATi Radeon HD 5850 (725 / 2000), 1,024 MB
- ATi Radeon HD 5830 (800 / 2000), 1,024 MB
- ATi Radeon HD 5770 (850 / 2,400), 1,024 MB
- ATi Radeon HD 5750 (700 / 2300), 1,024 MB
- ATi Radeon HD 5670 (775 / 2000), 512 MB
- ATi Radeon HD 4870 (750 / 1,800), 1,024 MB
- NVIDIA GeForce GTX 480 (700/1.401/1,848), 1,536 MB
- NVIDIA GeForce GTX 470 (608/1,215/1.674), 1,280 MB
- NVIDIA GeForce GTX 465 (608/1,215/1.603), 1,024 MB
- NVIDIA GeForce GTX 460 (675/1,350/1,800), 1,024 MB
- NVIDIA GeForce GTX 460 (675/1,350/1,800), 768 MB
- NVIDIA GeForce GTS 450 (783/1.566/1.804), 1,024 MB
- NVIDIA GeForce GTX 260 (576/1,242/999), 216 beer, 55 nm, 896 MB
- Power supply
- M850 Coolermaster real power Pro modular (850 Watts)
- Peripherals
- Pioneer BDC-202BK SATA Blu-ray drive
- Western Digital caviar black and 1,000 GB 32 MB cache
- Housing
- Corsair Obsidian 800dx
- Driver versions
- ATi catalyst 10.6
- NVIDIA GeForce 257.21
- NVIDIA GeForce 258.80 (GTX 460)
- NVIDIA GeForce 260.52 (GTS 450)
- Software
- Microsoft Windows 7 x 64
- Microsoft DirectX 9.0 c
- Microsoft DirectX 10
- Microsoft DirectX 11
Benchmarks
The following benchmarks were used during our test:
- Synthetic benchmarks:
- 3DMark Vantage
- Game benchmarks:
- Anno 1404, full version, version 1.2
- Batman: Arkham asylum, full version, version 1.1
- Battlefield: Bad company 2, full version, version 529842
- Battleforge, full version, version x (forcibly updates)
- Call of duty: Modern warfare 2, full version
- Colin McRae: Dirt 2, full version, version 1.1
- Crysis warhead, full version, version 1.1
- Mass effect 2, full version, version 1.02
- Metro 2033, full version
- Risen, full version, version 1.1
- Splinter Cell: Conviction, full version, version 1.03
- Stalker – call of Pripyat, full version, version 1.602
All benchmarks run with maximum details, so that the graphics card will be charged as high. As settings we chose this 1280 x 1024 (slow cards), 1680 x 1050, 1920 x 1200 and 2560 x 1600 (last resolution only when appropriately fast graphics cards). So we pay tribute, the by their computing power lower resolutions the modern high Accelerator CPU limited will make. In addition to the pure resolutions we can iterate through the benchmark course with two (and if possible achtfachem) anti-aliasing and 16-fachen anisotropic filter. We use TSSAA (NVIDIA) or AAA (ATi) to smooth alpha-test textures because of compatibility issues not within our benchmark show.
After careful consideration and multiple analysis of even recorded game sequences, we have come to the conclusion that the quality of texture filtering on current ATi-and NVIDIA graphics cards in the standard setting are comparable. At NVIDIA, we change any settings and we leave in the ATi driver the a.i.-function on “Standard”.
Driver settings: NVIDIA graphics cards (GT200, GF100)
- Texture filtering: Quality
- Vertical sync: off
- Force MipMaps: no
- Trilinear optimization: A
- Anisotropic sample optimization: from
- Negative LOD bias: clamp
- Gamma adjusted AA: A
- AA mode: 1xAA, 4xAA, 8xQAA
- Transparency AA: Off
Driver settings: ATi video cards (RV7x0, RV8x0)
- Catalyst a.i.: Standard
- Mipmap detail level: high quality
- Wait for vertical refresh: always off
- AA mode: 1xAA, 4xAA, 8xAA
- Adaptive anti-aliasing: off (only RV7x0)
- Anti-aliasing mode: Multi-sampling (only RV8x0)
Synthetic benchmarks
3DMark Vantage
After some years on the knob has the long-serving 3DMark06 and affects not only the graphic now somewhat dusty, but in addition, the CPU limit for fast graphics cards is always fierce, it was high time for a successor. Accordingly the Finnish manufacturer Futuremark has brought the 3DMark Vantage on the market after a long wait, who is from the outset been programmed for the Direct3D 10 API. Graphically, the two game tests accordingly much for the eye, and in particular the second test can set highlights offer. FP16 HDR, depth of field, Parallax Occlusion Mapping, a physical simulation on the GPU, various Shadereffekten, and much more, 3DMark Vantage easily brings the 3D hardware to the performance limit. We test the program (if the video cards allow it) in the performance, high and extreme preset. There are more details about this program in our detailed article.
3DMark Vantage – 1280 x 1024
Information on points
|
3DMark Vantage – 1920 x 1200
Information on points
|
DirectX 9 benchmark
Call of duty: MW2
And every day a new call-of-duty part – greets almost at least. With modern warfare 2 moves the action number after a visit to the past again in the future and does the craft as usual very well. But not only playful white to like the first-person shooter, technically making used a small step forward – and that, although it always still same graphics engine as in call of duty 2. Visually call of duty MW2 is however a completely different level: send shader and an intelligent use of Parallax mapping cover up the partly somewhat weak textures. Nevertheless, the graphic is now somewhat dusty.
Call of duty MW2 – 1680 x 1050
Information in frames per second (FPS)
|
Call of duty MW2 – 1920 x 1200
Information in frames per second (FPS)
|
Mass effect 2
With mass effect 2, a role-playing game has now again found their way in our test course that is playfully at a high level and also therefore comes with a very good story. Technically it is used again Unreal engine 3, where it has been updated slightly compared to the first part. A DirectX 10 support is still missing. Graphically the game rips out although no trees, white but still to convince. Since the implementation chosen by BioWare support no native anti-aliasing, we need to impose anti-aliasing on ATi-as well as on NVIDIA products by means of the driver menu, what but easily work in both cases.
Mass effect 2 – 1680 x 1050
Information in frames per second (FPS)
|
Mass effect 2 – 1920 x 1200
Information in frames per second (FPS)
|
Risen
After the developers around Piranha technically have delivered a great disaster bytes with the game Gothic 3, we wanted to do better under the name risen: and that is has also managed programming team, since it not only playful been progress, but especially technically continued. Because in contrast to its predecessor, risen is mature to worlds. But the game has become not only finished, the computer is also considered cute. While the graphics engine is no new records, can be seen but quite as successful. Nice effects, a chic landscape and some attention to detail, risen offers much for the eye. Only anti-aliasing 3 must be omitted as in Gothic unfortunately. Game sequence we use as a 60 seconds long away through a dense forest.
Risen – 1680 x 1050
Information in frames per second (FPS)
|
Risen – 1920 x 1200
Information in frames per second (FPS)
|
Splinter Cell: Conviction
Sam Fisher is back on the road, although the main protagonist of the “Splinter Cell” series has become not only a new employer, but also visually so slowly comes in the year. This is true but fortunately only for the main protagonist, because the game looks unreal graphically while not perfect, but still very confidently engine 2 (which but no longer has in common with the original developed specially by the developer Ubisoft as lead) thanks to the. Fancy light effects as well as the use of ambient occlusion with are among the highlights of the engine. As the API, the DirectX 9 standard is used. The test sequence is an intro scene from the beginning of the game.
Splinter Cell: Conviction – 1680 x 1050
Information in frames per second (FPS)
|
Splinter Cell: Conviction – 1920 x 1200
|
Additional Computer Articles from "Graphics cards"
- Inno3D GeForce 2 tornado ultra.
- NVIDIA GeForce GTX of 560. MSIs twin Frozr II and Zotacs AMP!
- Versteckspiele at ATis texture filter. What ColorMipMaps do not reveal
- ATi catalyst 10.8. The August version is here
- ATi catalyst 8.11. surprise, a new driver!
- nVidia GeForce 8 m for notebooks. DirectX 10 and PureVideo HD
- Beta-detonator version 40.41. nVidias last rebellion?
- GeForce 8800 GTS 320 OC RoundUp. Which manufacturer makes the race?
- Inno3D tornado GeForce2 MX400.
- 3 x NVIDIA GeForce GTS of 450th EVGA, MSI, and ZOTAC in the ring
Recent Computer Articles
Wood and plasma tv stands: the epitome of style and sustainability in the scenario
Continue Reading | 13 views
Collaboration between Konica Minolta and Komori Corporation for commercial printing market
Continue Reading | 14 views
Income tax is obligatory and pre-registration
Continue Reading | 17 views
Full live interview strategy linking the
Continue Reading | 20 views
Insurance that if divorce becomes a single mother?
Continue Reading | 14 views