Nvidia GeForce 347.09 beta drivers have arrived

Subject: Graphics Cards | December 17, 2014 - 09:19 PM |
Tagged: geforce, nvidia, 347.09 beta

The 347.09 beta driver is out, which will help performance in Elite: Dangerous and Metal Gear Solid V: Ground Zeroes.  If you use GeForce Experience they will install automatically otherwise head to the driver page to manually install them.  Project CARS should also benefit from this new beta and you will be able to enable 3D on Alien: Isolation, Elite: Dangerous, Escape Dead Island, Far Cry 4 and Middle-Earth - Shadow of Mordor.  NVIDIA's new incremental updates, called GeForce Game Ready will mean more frequent driver updates with less changes than we have become accustomed to but do benefit those playing the games which they have been designed to improve.

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As with the previous WHQL driver, GTX 980M SLI and GTX 970M SLI on notebooks does not function and if you do plan on updating your gaming laptop you should disable SLI before installing them.  You can catch up on all the changes in this PDF

Source: NVIDIA
Author:
Manufacturer: MSI

Card Overview

It has been a couple of months since the release of the GeForce GTX 970 and the GM204 GPU that it is based on. After the initial wave of stock on day one, NVIDIA had admittedly struggled to keep these products available. Couple that with rampant concerns over coil whine from some non-reference designs, and you could see why we were a bit hesitant to focus and spend our time on retail GTX 970 reviews.

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These issues appear to be settled for the most part. Finding GeForce GTX 970 cards is no longer a problem and users with coil whine are getting RMA replacements from NVIDIA's partners. Because of that, we feel much more comfortable reporting our results with the various retail cards that we have in house, and you'll see quite a few reviews coming from PC Perspective in the coming weeks.

But let's start with the MSI GeForce GTX 970 4GB Gaming card. Based on user reviews, this is one of the most popular retail cards. MSI's Gaming series of cards combines a custom cooler that typically runs quieter and more efficient than reference design, and it comes with a price tag that is within arms reach of the lower cost options as well.

The MSI GeForce GTX 970 4GB Gaming

MSI continues with its Dragon Army branding, and its associated black/red color scheme, which I think is appealing to a wide range of users. I'm sure NVIDIA would like to see a green or neutral color scheme, but hey, there are only so many colors to go around.

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Continue reading our review of the MSI GeForce GTX 970 Gaming graphics card!!

ASUS Announces GeForce GTX 970 DirectCU Mini: More Mini-ITX Gaming Goodness

Subject: Graphics Cards | November 29, 2014 - 09:57 AM |
Tagged: pcie, PCI Express, nvidia, mini-itx, GTX 970, graphics card, geforce, directcu mini, DirectCU, asus

ASUS has announced a tiny new addition to their GTX 970 family, and it will be their most powerful mini-ITX friendly card yet with a full GeForce GTX 970 GPU.

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Image credit: ASUS

The ASUS 970 DirectCU Mini card will feature a modest factory overclock on the GTX 970 core running at 1088 MHz (stock 1050 MHz) with a 1228 MHz Boost Clock (stock 1178 MHz). Memory is not overclocked and remains at the stock 7 GHz speed.

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The GTX 970 DirectCU Mini features a full backplate. Image credit: ASUS

The ASUS GTX 970 DirectCU Mini uses a single 8-pin PCIe power connector in place of the standard dual 6-pin configuration, which shouldn’t be a problem considering the 150W spec of the larger connector (and 145W NVIDIA spec of the 970).

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Part of this complete mITX gaming breakfast. Image credit: ASUS

The tiny card offers a full array of display outputs including a pair of dual-link DVI connectors, HDMI 2.0, and DisplayPort 1.2. No word yet on pricing or availability, but the product page is up on the ASUS site.

Gigabyte Wants All Your Money for a 3-Way SLI Watercooled GTX 980 Setup

Subject: Graphics Cards | November 14, 2014 - 11:46 AM |
Tagged: sli, nvidia, N980X3WA-4GD, maxwell, GTX 980, gigabyte, geforce, 3-way

Earlier this week, a new product showed up on Gigabyte's website that has garnered quite a bit of attention. The GA-N980X3WA-4GD WaterForce Tri-SLI is a 3-Way SLI system with integrated water cooling powered by a set of three GeForce GTX 980 GPUs.

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That. Looks. Amazing.

What you are looking at is a 3-Way closed loop water cooling system with an external enclosure to hold the radiators while providing a display full of information including temperatures, fans speeds and more. Specifications on the Gigabyte site are limited for now, but we can infer a lot from them:

  • WATERFORCE :3-WAY SLI Water Cooling System
  • Real-Time Display and Control
  • Flex Display Technology
  • Powered by NVIDIA GeForce GTX 980 GPU
  • Integrated with 4GB GDDR5 memory 256-bit memory interface(Single Card)
  • Features Dual-link DVI-I / DVI-D / HDMI / DisplayPort*3(Single Card)
  • BASE: 1228 MHz / BOOST: 1329 MHz
  • System power supply requirement: 1200W(with six 8-pin external power connectors)

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The GPUs on each card are your standard GeForce GTX 980 with 4GB of memory (we reviewed it here) though they are running at overclocked base and boost clock speeds, as you would hope with all that water cooling power behind it. You will need a 1200+ watt power supply for this setup, which makes sense considering the GPU horsepower you'll have access to.

Another interesting feature Gigabyte is listing is called GPU Gauntlet Sorting.

With GPU Gauntlet™ Sorting, the Gigabyte SOC graphics card guarantees the higher overclocking capability in terms of excellent power switching.

Essentially, Gigabyte is going to make sure that the GPUs on the WaterForce Tri-SLI are the best they can get their hands on, with the best chance for overclocking higher than stock.

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Setup looks interesting - the radiators and fans will be in the external enclosure with tubing passing into the system through a 5.25-in bay. It will need to have quick connect/disconnect points at either the GPU or radiator to make that installation method possible.

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Pricing and availability are still unknown, but don't expect to get it cheap. With the GTX 980 still selling for at least $550, you should expect something in the $2000 range or above with all the custom hardware and fittings involved.

Can I get two please?

Source: Gigabyte

NVIDIA GeForce GTX 960 Specifications Potentially Leaked

Subject: Graphics Cards | November 13, 2014 - 12:46 PM |
Tagged: nvidia, geforce, gtx 960, maxwell

It is possible that a shipping invoice fragment was leaked for the NVIDIA GeForce GTX 960. Of course, an image of text on a plain, white background is one of the easiest things to fake and/or manipulate, so take it with a grain of salt.

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The GTX 960 is said to have 4GB of RAM on the same, 256-bit bus. Its video outputs are listed as two DVI, one HDMI, and one DisplayPort, making this graphics card useful for just one G-Sync monitor per card. If I'm reading it correctly, it also seems to have a 993 MHz base clock (boost clock unlisted) and an effective 6008 MHz (1500 MHz actual) RAM clock. This is slightly below the 7 GHz (1750 MHz actual) of the GTX 970 and GTX 980 parts, but it should also be significantly cheaper.

The GeForce GTX 960 is expected to retail in the low-$200 price point... some day.

Source: Reader Tip

PCPer Live! Assassin's Creed Unity Game Stream Powered by NVIDIA!

Subject: General Tech, Graphics Cards | November 10, 2014 - 10:07 PM |
Tagged: video, Unity, pcper, nvidia, live, GTX 980, geforce, game stream, assassins creed

UPDATE: If you missed the live stream event: good news! We have it archived up on YouTube now and embeded below for your viewing pleasure!

Assassin's Creed Unity is shaping up to be one of the defining games of the holiday season, with visuals and game play additions that are incredible to see in person. Scott already wrote up a post that details some the new technologies found in the game along with a video of the impressive detail the engine provides. Check it out!

To celebrate the release, PC Perspective has partnered with NVIDIA to host a couple of live game streams that will feature some multi-player gaming fun as well some prizes to giveaway to the community. I will be joined by some new NVIDIA faces to take on the campaign in a cooperative style while taking a couple of stops to give away some hardware.

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Assassin's Creed Unity Game Stream Powered by NVIDIA

5pm PT / 8pm ET - November 11th

PC Perspective Live! Page

Need a reminder? Join our live mailing list!

Here are some of the prizes we have lined up for those of you that join us for the live stream:

Another awesome prize haul!! How do you win? It's really simple: just tune in and watch the Assassin's Creed Unity Game Stream Powered by NVIDIA! We'll explain the methods to enter live on the air and anyone can enter from anywhere in the world - no issues at all!

So stop by Tuesday night for some fun, some gaming and the chance to win some goods!

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GeForce GTX 970 Coil Whine Concerns

Subject: Graphics Cards | October 28, 2014 - 12:09 PM |
Tagged: maxwell, GTX 970, geforce, coil whine

Coil whine is the undesirable effect of electrical components creating audible noise when operating. Let's look to our friends at Wikipedia for a concise and accurate description of the phenomenon:

Coil noise is, as its name suggests, caused by electromagnetic coils. These coils, which may act as inductors or transformers, have a certain resonant frequency when coupled with the rest of the electric circuit, as well as a resonance at which it will tend to physically vibrate.

As the wire that makes up the coil passes a variable current, a small amount of electrical oscillation occurs, creating a small magnetic field. Normally this magnetic field simply works to establish the inductance of the coil. However, this magnetic field can also cause the coil itself to physically vibrate. As the coil vibrates physically, it moves through a variable magnetic field, and feeds its resonance back into the system. This can produce signal interference in the circuit and an audible hum as the coil vibrates.

Coil noise can happen, for example, when the coil is poorly secured to the circuit board, is poorly damped, or if the resonant frequency of the coil is close to the resonant frequency of the electric circuit. The effect becomes more pronounced as the signal passing through the coil increases in strength, and as it nears the resonant frequency of the coil, or as it nears the resonant frequency of the circuit. Coil noise is also noticed most often when it is in the humanly audible frequency.

Coil noise is also affected by the irregularities of the magnetic material within the coil. The flux density of the inductor is effected by these irregularities, causing small currents in the coil, contaminating the original signal. This particular subset of is sometimes referred to as magnetic fluctuation noise or the Barkhausen effect. Coil noise can also occur in conjunction with the noise produced by magnetostriction.

Gamers that frequently upgrade their graphics cards may have been witness to this problem with a particular install, or you might have been one of the lucky ones to never deal with the issue. If your computer sits under your desk, in a loud room or you only game with headphones, it's also possible that you just never noticed.

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Possibly offending inductors?

The reason this comes up to today is that reports are surfacing of GeForce GTX 970 cards from various graphics card vendors exhibiting excessive coil whine or coil noise. These reports are coming in from multiple forum threads around the internet, a collection of YouTube videos of users attempting to capture the issue and even official statements from some of NVIDIA's partners. Now, just because the internet is talking about it doesn't necessarily mean it's a "big deal" relative to the number of products being sold. However, after several Twitter comments and emails requesting we look into the issue, I thought it was pertinent to start asking questions.

As far as I can tell today, GTX 970 cards from multiple vendors including EVGA, MSI and Gigabyte all have users reporting issues and claims of excessive coil noise. For my part here, I have two EVGA GTX 970 cards and an MSI GTX 970, none of which are producing sound at what I would call "excessive" levels. Everyone's opinion of excessive noise is going to vary, but as someone who sits next to a desk-high test bed and hears hundreds of cards a year, I am confident I have a good idea of what to listen for.

We are still gathering data on this potential issue, but a few of the companies mentioned above have issued official or semi-official statements on the problem.

From MSI:  

The coil whine issue is not specific to 900 series, but can happen with any high end GPU and that MSI is looking in to ways to minimize the issue. If you still have concern regarding this issue, then please contact our RMA department.

From EVGA:

We have been watching the early feedback on GTX 970 and inductor noise very closely, and have actively taken steps to improve this. We urge anyone who has this type of concern to contact our support so we can address it directly.

From NVIDIA: 

We’re aware of a small percentage of users reporting excessive “coil whine” noises and are actively looking into the issue.

We are waiting for feedback from other partners to see how they plan to respond.

Since all of the GTX 970 cards currently shipping are non-reference, custom built PCB designs, NVIDIA's input to the problem is one mostly of recommendations. NVIDIA knows that it is their name and brand being associated with any noisy GeForce cards so I would expect a lot of discussions and calls being had behind closed doors to make sure partners are addressing user concerns.

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Interestingly, the GeForce GTX 970 was the one card of this Maxwell release where all of NVIDIA's partners chose to go the route of custom designs rather than adopting the NVIDIA reference design. On the GTX 980, however, you'll find a mix of both and I would wager that NVIDIA's reference boards do not exhibit any above average noise levels from coils. (I have actually tested four reference GTX 980s without coil whine coming into play.) Sometimes offering all of these companies the option to be creative and to differentiate can back-fire if the utmost care isn't taken in component selection.

Ironically the fix is simple: a little glue on those vibrating inductor coils and the problem goes away. But most of the components are sealed making the simple fix a non-starter for the end user (and I wouldn't recommend doing that anyway). It does point to a lack of leadership from board manufacturers that are willing to skimp on hardware in such a way to make this a big enough issue that I am sitting here writing about this today.

As an aside, if you hear coil whine when running a game at 500-5000 FPS, I don't think that counts as being a major problem for your gaming. I have seen a video or two running a DX9 render test at over 4500 FPS - pretty much any card built today will make noises you don't expect when hitting that kind of performance level.

As for my non-official discussions on the topics with various parties, everyone continues to reiterate that the problem is not as widespread as the some of the forum threads would have you believe. It's definitely higher than normal, and getting public acknowledgements from EVGA and MSI basically confirms that, but one person told me the complaint and RMA levels are where they were expected to be consider the "massively fast sell out rates" the GTX 970 is experiencing. 

Of course, AMD isn't immune to coil whine issues either. If you remember back to the initial launch of the Radeon R9 290X and R9 290, we had similar coil whine issues and experienced those first hand on reference card designs. (You can see a video I recorded of an XFX unit back in November of 2013 here.) You can still find threads on popular forums from that time period discussing the issue and YouTube never seems to forget anything, so there's that. Of course, the fact that previous card launches might have seen issues along the same line doesn't forgive the issue in current or later card releases, but it does put things into context.

So, let's get some user feedback; I want to hear from GTX 970 owners about their experiences to help guide our direction of research going forward.

Click here to take our short poll for GTX 970 owners!

Source: Various
Author:
Manufacturer: Firaxis

A Civ for a New Generation

Turn-based strategy games have long been defined by the Civilization series. Civ 5 took up hours and hours of the PC Perspective team's non-working hours (and likely the working ones too) and it looks like the new Civilization: Beyond Earth has the chance to do the same. Early reviews of the game from Gamespot, IGN, and Polygon are quite positive, and that's great news for a PC-only release; they can sometimes get overlooked in the games' media.

For us, the game offers an interesting opportunity to discuss performance. Beyond Earth is definitely going to be more CPU-bound than the other games that we tend to use in our benchmark suite, but the fact that this game is new, shiny, and even has a Mantle implementation (AMD's custom API) makes interesting for at least a look at the current state of performance. Both NVIDIA and AMD sent have released drivers with specific optimization for Beyond Earth as well. This game is likely to be popular and it deserves the attention it gets.

Testing Process

Civilization: Beyond Earth, a turn-based strategy game that can take a very long time to complete, ships with an integrated benchmark mode to help users and the industry test performance under different settings and hardware configurations. To enable it, you simple add "-benchmark results.csv" to the Steam game launch options and then start up the game normally. Rather than taking you to the main menu, you'll be transported into a view of a map that represents a somewhat typical gaming state for a long term session. The game will use the last settings you ran the game at to measure your system's performance, without the modified launch options, so be sure to configure that before you prepare to benchmark.

The output of this is the "result.csv" file, saved to your Steam game install root folder. In there, you'll find a list of numbers, separated by commas, representing the frame times for each frame rendering during the run. You don't get averages, a minimum, or a maximum without doing a little work. Fire up Excel or Google Docs and remember the formula:

1000 / Average (All Frame Times) = Avg FPS

It's a crude measurement that doesn't take into account any errors, spikes, or other interesting statistical data, but at least you'll have something to compare with your friends.

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Our testing settings

Just as I have done in recent weeks with Shadow of Mordor and Sniper Elite 3, I ran some graphics cards through the testing process with Civilization: Beyond Earth. These include the GeForce GTX 980 and Radeon R9 290X only, along with SLI and CrossFire configurations. The R9 290X was run in both DX11 and Mantle.

  • Core i7-3960X
  • ASUS Rampage IV Extreme X79
  • 16GB DDR3-1600
  • GeForce GTX 980 Reference (344.48)
  • ASUS R9 290X DirectCU II (14.9.2 Beta)

Mantle Additions and Improvements

AMD is proud of this release as it introduces a few interesting things alongside the inclusion of the Mantle API.

  1. Enhanced-quality Anti-Aliasing (EQAA): Improves anti-aliasing quality by doubling the coverage samples (vs. MSAA) at each AA level. This is automatically enabled for AMD users when AA is enabled in the game.
     
  2. Multi-threaded command buffering: Utilizing Mantle allows a game developer to queue a much wider flow of information between the graphics card and the CPU. This communication channel is especially good for multi-core CPUs, which have historically gone underutilized in higher-level APIs. You’ll see in your testing that Mantle makes a notable difference in smoothness and performance high-draw-call late game testing.
     
  3. Split-frame rendering: Mantle empowers a game developer with total control of multi-GPU systems. That “total control” allows them to design an mGPU renderer that best matches the design of their game. In the case of Civilization: Beyond Earth, Firaxis has selected a split-frame rendering (SFR) subsystem. SFR eliminates the latency penalties typically encountered by AFR configurations.

EQAA is an interesting feature as it improves on the quality of MSAA (somewhat) by doubling the coverage sample count while maintaining the same color sample count as MSAA. So 4xEQAA will have 4 color samples and 8 coverage samples while 4xMSAA would have 4 of each. Interestingly, Firaxis has decided the EQAA will be enabled on Beyond Earth anytime a Radeon card is detected (running in Mantle or DX11) and AA is enabled at all. So even though in the menus you might see 4xMSAA enabled, you are actually running at 4xEQAA. For NVIDIA users, 4xMSAA means 4xMSAA. Performance differences should be negligible though, according to AMD (who would actually be "hurt" by this decision if it brought down FPS).

Continue reading our article on Civilization: Beyond Earth performance!!

PCPer Live! Borderlands: The Pre-Sequel Game Stream Powered by NVIDIA Part 2!

Subject: Editorial, Graphics Cards | October 21, 2014 - 07:45 PM |
Tagged: video, pcper, nvidia, live, GTX 980, geforce, game stream, borderlands: the pre-sequel, borderlands

UPDATE: It's time for ROUND 2!

UPDATE 2: You missed the fun for the second time? That's unfortunate, but you can relive the fun with the replay right here!

I'm sure like the staff at PC Perspective, many of our readers have been obsessively playing the Borderlands games since the first release in 2009. Borderlands 2 arrived in 2012 and once again took hold of the PC gaming mindset. This week marks the release of Borderlands: The Pre-Sequel, which as the name suggests, takes place before the events of Borderlands 2. The Pre-Sequel has playable characters that were previously only known to the gamer as NPCs and that, coupled with the new low-gravity game play style, should entice nearly everyone that loves the first-person, loot-driven series to come back.

To celebrate the release, PC Perspective has partnered with NVIDIA to host a couple of live game streams that will feature some multi-player gaming fun as well some prizes to giveaway to the community. I will be joined once again by NVIDIA's Andrew Coonrad and Kris Rey to tackle the campaign in a cooperative style while taking a couple of stops to give away some hardware.

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Borderlands: The Pre-Sequel Game Stream Powered by NVIDIA Part 2

5pm PT / 8pm ET - October 21st

PC Perspective Live! Page

Need a reminder? Join our live mailing list!

Here are some of the prizes we have lined up for those of you that join us for the live stream:

Holy crap, that's a hell of a list!! How do you win? It's really simple: just tune in and watch the Borderlands: The Pre-Sequel Game Stream Powered by NVIDIA! We'll explain the methods to enter live on the air and anyone can enter from anywhere in the world - no issues at all!

So stop by Tuesday night for some fun, some gaming and the chance to win some hardware!

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Author:
Manufacturer: NVIDIA

GeForce GTX 980M Performance Testing

When NVIDIA launched the GeForce GTX 980 and GTX 970 graphics cards last month, part of the discussion at our meetings also centered around the mobile variants of Maxwell. The NDA was a bit later though and Scott wrote up a short story announcing the release of the GTX 980M and the GTX 970M mobility GPUs. Both of these GPUs are based on the same GM204 design as the desktop cards, though as you should have come to expect by now, do so with lower specifications than the similarly-named desktop options. Take a look:

  GTX 980M GTX 970M
GTX 980
(Desktop)
GTX 970
(Desktop)
GTX 880M
(Laptop)
CUDA Cores 1536 1280 2048 1664 1536
Core (MHz) 1038 924 1126 1050 954
Perf. (TFLOP) 3.189 2.365 4.612 3.494 2.930
Memory Up to 4GB Up to 3GB 4GB 4GB 4GB/8GB
Memory Rate 2500 MHz 2500 MHz 7.0 (GT/s) 7.0 (GT/s) 2500 MHz
Memory Width 256-bit 192-bit 256-bit 256-bit 256-bit
Architecture Maxwell Maxwell Maxwell Maxwell Kepler
Process Node 28nm 28nm 28nm 28nm 28nm
DirectX Version 12.0 12.0 12.0 12.0 11.0

Just like the desktop models, GTX 980M and GTX 970M are built on the 28nm process technology and are tweaked and built for power efficiency - one of the reasons the mobile release of this product is so interesting.

With a CUDA core count of 1536, the GTX 980M has 33% fewer shader cores than the desktop GTX 980, along with a slightly lower base clock speed. The result is a peak theoretical performance of 3.189 TFLOPs, compared to 4.6 TFLOPs on the GTX 980 desktop. In fact, that is only slightly higher than the GTX 880M based on Kepler, that clocks in with the same CUDA core count (1536) but a TFLOP capability of 2.9. Bear in mind that the GTX 880M is using a different architecture design than the GTX 980M; Maxwell's design advantages go beyond just CUDA core count and clock speed.

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The GTX 970M is even smaller, with a CUDA core count of 1280 and peak performance rated at 2.365 TFLOPs. Also notice that the memory bus width has shrunk from 256-bit to 192-bit for this part.

As is typically the case with mobile GPUs, the memory speed of the GTX 980M and GTX 970M is significantly lower than the desktop parts. While the GeForce GTX 980 and 970 that install in your desktop PC will have memory running at 7.0 GHz, the mobile versions will run at 5.0 GHz in order to conserve power.

From a feature set stand point though, the GTX 980M/970M are very much the same as the desktop parts that I looked at in September. You will have support for VXGI, NVIDIA's new custom global illumination technology, Multi-Frame AA and maybe most interestingly, Dynamic Super Resolution (DSR). DSR allows you to render a game at a higher resolution and then use a custom filter to down sample it back to your panel's native resolution. For mobile gamers that are using 1080p screens (as our test sample shipped with) this is a good way to utilize the power of your GPU for less power-hungry games, while getting a surprisingly good image at the same time.

Continue reading our review of the GeForce GTX 980M Mobile GPU!!