Gtx 960 vs 1080 ti: Nvidia GTX 1080-Ti vs 960

Nvidia GeForce GTX 1080 Ti vs Nvidia GeForce GTX 960: What is the difference?

62points

Nvidia GeForce GTX 1080 Ti

51points

Nvidia GeForce GTX 960

Comparison winner

vs

54 facts in comparison

Nvidia GeForce GTX 1080 Ti

Nvidia GeForce GTX 960

Why is Nvidia GeForce GTX 1080 Ti better than Nvidia GeForce GTX 960?

  • 353MHz faster GPU clock speed?
    1480MHzvs1127MHz
  • 8.29 TFLOPS higher floating-point performance?
    10.6 TFLOPSvs2.31 TFLOPS
  • 94.1 GPixel/s higher pixel rate?
    130.2 GPixel/svs36.1 GPixel/s
  • 3996MHz higher effective memory clock speed?
    11008MHzvs7012MHz
  • 259.9 GTexels/s higher texture rate?
    332 GTexels/svs72.1 GTexels/s
  • 5.5x more VRAM?
    11GBvs2GB
  • 372GB/s more memory bandwidth?
    484GB/svs112GB/s
  • 224bit wider memory bus width?
    352bitvs128bit

Why is Nvidia GeForce GTX 960 better than Nvidia GeForce GTX 1080 Ti?

  • 100W lower TDP?
    120Wvs220W
  • 377MHz faster memory clock speed?
    1753MHzvs1376MHz
  • 1 more DVI outputs?
    1vs0
  • 1 more displays supported?
    4vs3
  • 25. 7mm narrower?
    241mmvs266.7mm

Which are the most popular comparisons?

Nvidia GeForce GTX 1080 Ti

vs

Nvidia GeForce RTX 3060

Nvidia GeForce GTX 960

vs

AMD Radeon RX 550

Nvidia GeForce GTX 1080 Ti

vs

Nvidia GeForce RTX 3060 Ti

Nvidia GeForce GTX 960

vs

Nvidia GeForce GTX 1050

Nvidia GeForce GTX 1080 Ti

vs

Nvidia GeForce RTX 3050 Laptop

Nvidia GeForce GTX 960

vs

Nvidia GeForce GTX 1060

Nvidia GeForce GTX 1080 Ti

vs

Nvidia GeForce GTX 1660 Ti

Nvidia GeForce GTX 960

vs

Nvidia GeForce GTX 1650

Nvidia GeForce GTX 1080 Ti

vs

Nvidia GeForce RTX 2060

Nvidia GeForce GTX 960

vs

Nvidia GeForce GTX 750 Ti

Nvidia GeForce GTX 1080 Ti

vs

Nvidia Geforce GTX 1660 Super

Nvidia GeForce GTX 960

vs

AMD Radeon RX 570

Nvidia GeForce GTX 1080 Ti

vs

Nvidia GeForce RTX 3080

Nvidia GeForce GTX 960

vs

Nvidia GeForce RTX 3050 Laptop

Nvidia GeForce GTX 1080 Ti

vs

Nvidia GeForce GTX 1650 Ti Laptop

Nvidia GeForce GTX 960

vs

AMD Radeon RX 560

Nvidia GeForce GTX 1080 Ti

vs

Nvidia Tesla T4

Nvidia GeForce GTX 960

vs

Nvidia GeForce MX330

Nvidia GeForce GTX 1080 Ti

vs

Nvidia GeForce RTX 3070 Ti

Nvidia GeForce GTX 960

vs

Nvidia GeForce MX150

Price comparison

User reviews

Overall Rating

Nvidia GeForce GTX 1080 Ti

1 User reviews

Nvidia GeForce GTX 1080 Ti

10. 0/10

1 User reviews

Nvidia GeForce GTX 960

3 User reviews

Nvidia GeForce GTX 960

9.3/10

3 User reviews

Features

Value for money

9.0/10

1 votes

8.3/10

3 votes

Gaming

9.0/10

1 votes

8.7/10

3 votes

Performance

10.0/10

1 votes

9.0/10

3 votes

Fan noise

10.0/10

1 votes

8.0/10

3 votes

Reliability

10.0/10

1 votes

10.0/10

3 votes

Performance

1.GPU clock speed

1480MHz

1127MHz

The graphics processing unit (GPU) has a higher clock speed.

2.GPU turbo

1582MHz

1178MHz

When the GPU is running below its limitations, it can boost to a higher clock speed in order to give increased performance.

3. pixel rate

130.2 GPixel/s

36.1 GPixel/s

The number of pixels that can be rendered to the screen every second.

4.floating-point performance

10.6 TFLOPS

2.31 TFLOPS

Floating-point performance is a measurement of the raw processing power of the GPU.

5.texture rate

332 GTexels/s

72.1 GTexels/s

The number of textured pixels that can be rendered to the screen every second.

6.GPU memory speed

1376MHz

1753MHz

The memory clock speed is one aspect that determines the memory bandwidth.

7.shading units

Shading units (or stream processors) are small processors within the graphics card that are responsible for processing different aspects of the image.

8.texture mapping units (TMUs)

TMUs take textures and map them to the geometry of a 3D scene. More TMUs will typically mean that texture information is processed faster.

9.render output units (ROPs)

The ROPs are responsible for some of the final steps of the rendering process, writing the final pixel data to memory and carrying out other tasks such as anti-aliasing to improve the look of graphics.

Memory

1.effective memory speed

11008MHz

7012MHz

The effective memory clock speed is calculated from the size and data rate of the memory. Higher clock speeds can give increased performance in games and other apps.

2.maximum memory bandwidth

484GB/s

112GB/s

This is the maximum rate that data can be read from or stored into memory.

3.VRAM

VRAM (video RAM) is the dedicated memory of a graphics card. More VRAM generally allows you to run games at higher settings, especially for things like texture resolution.

4.memory bus width

352bit

128bit

A wider bus width means that it can carry more data per cycle. It is an important factor of memory performance, and therefore the general performance of the graphics card.

5.version of GDDR memory

Newer versions of GDDR memory offer improvements such as higher transfer rates that give increased performance.

6.Supports ECC memory

✖Nvidia GeForce GTX 1080 Ti

✖Nvidia GeForce GTX 960

Error-correcting code memory can detect and correct data corruption. It is used when is it essential to avoid corruption, such as scientific computing or when running a server.

Features

1.DirectX version

DirectX is used in games, with newer versions supporting better graphics.

2.OpenGL version

OpenGL is used in games, with newer versions supporting better graphics.

3.OpenCL version

Some apps use OpenCL to apply the power of the graphics processing unit (GPU) for non-graphical computing. Newer versions introduce more functionality and better performance.

4.Supports multi-display technology

✔Nvidia GeForce GTX 1080 Ti

✔Nvidia GeForce GTX 960

The graphics card supports multi-display technology. This allows you to configure multiple monitors in order to create a more immersive gaming experience, such as having a wider field of view.

5.load GPU temperature

Unknown. Help us by suggesting a value. (Nvidia GeForce GTX 1080 Ti)

A lower load temperature means that the card produces less heat and its cooling system performs better.

6.supports ray tracing

✖Nvidia GeForce GTX 1080 Ti

✖Nvidia GeForce GTX 960

Ray tracing is an advanced light rendering technique that provides more realistic lighting, shadows, and reflections in games.

7.Supports 3D

✔Nvidia GeForce GTX 1080 Ti

✔Nvidia GeForce GTX 960

Allows you to view in 3D (if you have a 3D display and glasses).

8.supports DLSS

✖Nvidia GeForce GTX 1080 Ti

✖Nvidia GeForce GTX 960

DLSS (Deep Learning Super Sampling) is an upscaling technology powered by AI. It allows the graphics card to render games at a lower resolution and upscale them to a higher resolution with near-native visual quality and increased performance. DLSS is only available on select games.

9.PassMark (G3D) result

Unknown. Help us by suggesting a value. (Nvidia GeForce GTX 1080 Ti)

This benchmark measures the graphics performance of a video card. Source: PassMark.

Ports

1.has an HDMI output

✔Nvidia GeForce GTX 1080 Ti

✔Nvidia GeForce GTX 960

Devices with a HDMI or mini HDMI port can transfer high definition video and audio to a display.

2.HDMI ports

Unknown. Help us by suggesting a value. (Nvidia GeForce GTX 960)

More HDMI ports mean that you can simultaneously connect numerous devices, such as video game consoles and set-top boxes.

3.HDMI version

HDMI 2.0

Unknown. Help us by suggesting a value. (Nvidia GeForce GTX 960)

Newer versions of HDMI support higher bandwidth, which allows for higher resolutions and frame rates.

4.DisplayPort outputs

Allows you to connect to a display using DisplayPort.

5.DVI outputs

Allows you to connect to a display using DVI.

6.mini DisplayPort outputs

Allows you to connect to a display using mini-DisplayPort.

Price comparison

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Which are the best graphics cards?

GeForce GTX 1080 Ti vs GeForce GTX 960



  1. Home
  2. VGA Benchmarks
  3. GeForce GTX 1080 Ti vs GeForce GTX 960
  • GeForce GTX 1080 Ti

    491%

  • GeForce GTX 960

    100%

Relative performance

Reasons to consider GeForce GTX 1080 Ti
391% higher gaming performance.
Supports PhysX
Supports G-Sync
Supports ShadowPlay (allows game streaming/recording with minimum performance penalty)
Supports Direct3D 12 Async Compute
Based on an outdated architecture (Nvidia Pascal), there may be no performance optimizations for current games and applications
Reasons to consider GeForce GTX 960
100 watts lower power draw. This might be a strong point if your current power supply is not enough to handle the GeForce GTX 1080 Ti .
Supports PhysX
Supports G-Sync
Supports ShadowPlay (allows game streaming/recording with minimum performance penalty)
Based on an outdated architecture (Nvidia Maxwell), there may be no performance optimizations for current games and applications

HWBench recommends GeForce GTX 1080 Ti

The GeForce GTX 1080 Ti is the better performing card based on the game benchmark suite used (27 combinations of games and resolutions).

Core Configuration
GeForce GTX 1080 Ti GeForce GTX 960
GPU Name GP102 (GP102-350-K1-A1) vs GM206 (GM206-300-A1)
Fab Process 16 nm vs 28 nm
Die Size 471 mm² vs 228 mm²
Transistors 12,000 million vs 2,940 million
Shaders 3584 vs 1024
Compute Units 28 vs 8
Core clock 1480 MHz vs 1127 MHz
ROPs 88 vs 32
TMUs 224 vs 64

Memory Configuration
GeForce GTX 1080 Ti GeForce GTX 960
Memory Type GDDR5X vs GDDR5
Bus Width 352 bit vs 128 bit
Memory Speed 1376 MHz

11008 MHz effective
vs 1753 MHz

7012 MHz effective
Memory Size 11264 Mb vs 2048 Mb
Additional details
GeForce GTX 1080 Ti GeForce GTX 960
TDP 220 watts vs 120 watts
Release Date UNRELEASED vs 22 Jan 2015
  • GeForce GTX 1080 Ti

    130. 20 GP/s

  • GeForce GTX 960

    36.10 GP/s

GigaPixels — higher is better

  • GeForce GTX 1080 Ti

    332.00 GT/s

  • GeForce GTX 960

    72.10 GT/s

GigaTexels — higher is better

  • GeForce GTX 1080 Ti

    484.00 GB/s

  • GeForce GTX 960

    112.20 GB/s

GB/s — higher is better

  • GeForce GTX 1080 Ti

    10609.00 GFLOPs

  • GeForce GTX 960

    2308.10 GFLOPs

GFLOPs — higher is better

DX11, Max Detail, 2xMSAA 16xAF

  • GeForce GTX 1080 Ti

    209

  • GeForce GTX 960

    56

FPS (higher is better)

Ultra Quality,DX11, Windows 10 x64

  • GeForce GTX 1080 Ti

    96

  • GeForce GTX 960

    29

FPS (higher is better)

DX11, Very High Settings

  • GeForce GTX 1080 Ti

    101

  • GeForce GTX 960

    27

FPS (higher is better)

Ultra Quality, DirectX 12, Windows 10 x64

  • GeForce GTX 1080 Ti

    116

  • GeForce GTX 960

    27

FPS (higher is better)

DX11, Max Details, 16:1 AF, 2xMSAA

  • GeForce GTX 1080 Ti

    144

  • GeForce GTX 960

    37

FPS (higher is better)

Maximun Quality, DX11, Windows 10 x64

  • GeForce GTX 1080 Ti

    120

  • GeForce GTX 960

    18

FPS (higher is better)

Very High Details, Pure Hair On, FXAA/HBAO+ enabled, 16x AF, DirectX12, Windows 10 x64

  • GeForce GTX 1080 Ti

    121

  • GeForce GTX 960

    21

FPS (higher is better)

DX11,Max Details, 16:1 HQ-AF, +AA

  • GeForce GTX 1080 Ti

    108

  • GeForce GTX 960

    27

FPS (higher is better)

DX11, Max Details, 16:1 AF

  • GeForce GTX 1080 Ti

    97

  • GeForce GTX 960

    30

FPS (higher is better)

Ultra Quality, Windows 10 x64

  • GeForce GTX 1080 Ti

    76

  • GeForce GTX 960

    20

FPS (higher is better)

Ultra Quality,DX11, Windows 10 x64

  • GeForce GTX 1080 Ti

    120

  • GeForce GTX 960

    34

FPS (higher is better)

DX11, Very High Settings

  • GeForce GTX 1080 Ti

    118

  • GeForce GTX 960

    42

FPS (higher is better)

Ultra Quality, DirectX 12, Windows 10 x64

  • GeForce GTX 1080 Ti

    164

  • GeForce GTX 960

    42

FPS (higher is better)

DX11, Max Details, 16:1 AF, 2xMSAA

  • GeForce GTX 1080 Ti

    170

  • GeForce GTX 960

    53

FPS (higher is better)

Maximun Quality, DX11, Windows 10 x64

  • GeForce GTX 1080 Ti

    186

  • GeForce GTX 960

    22

FPS (higher is better)

Very High Details, Pure Hair On, FXAA/HBAO+ enabled, 16x AF, DirectX12, Windows 10 x64

  • GeForce GTX 1080 Ti

    175

  • GeForce GTX 960

    31

FPS (higher is better)

DX11,Max Details, 16:1 HQ-AF, +AA

  • GeForce GTX 1080 Ti

    140

  • GeForce GTX 960

    36

FPS (higher is better)

DX11, Max Details, 16:1 AF

  • GeForce GTX 1080 Ti

    131

  • GeForce GTX 960

    40

FPS (higher is better)

Ultra Quality, Windows 10 x64

  • GeForce GTX 1080 Ti

    102

  • GeForce GTX 960

    30

FPS (higher is better)

Ultra Quality,DX11, Windows 10 x64

  • GeForce GTX 1080 Ti

    57

  • GeForce GTX 960

    14

FPS (higher is better)

DX11, Very High Settings

  • GeForce GTX 1080 Ti

    58

  • GeForce GTX 960

    10

FPS (higher is better)

Ultra Quality, DirectX 12, Windows 10 x64

  • GeForce GTX 1080 Ti

    57

  • GeForce GTX 960

    9

FPS (higher is better)

Maximun Quality, DX11, Windows 10 x64

  • GeForce GTX 1080 Ti

    61

  • GeForce GTX 960

    5

FPS (higher is better)

Very High Details, Pure Hair On, FXAA/HBAO+ enabled, 16x AF, DirectX12, Windows 10 x64

  • GeForce GTX 1080 Ti

    60

  • GeForce GTX 960

    9

FPS (higher is better)

DX11,Max Details, 16:1 HQ-AF, +AA

  • GeForce GTX 1080 Ti

    66

  • GeForce GTX 960

    14

FPS (higher is better)

DX11, Max Details, 16:1 AF

  • GeForce GTX 1080 Ti

    56

  • GeForce GTX 960

    11

FPS (higher is better)

Ultra Quality, Windows 10 x64

  • GeForce GTX 1080 Ti

    43

  • GeForce GTX 960

    6

FPS (higher is better)

VS
GeForce GTX 1080 Ti GeForce RTX 2070 Super
VS
GeForce GTX 1080 Ti Radeon RX 5700 XT
VS
GeForce GTX 960 GeForce GTX 1050 3 GB
VS
GeForce GTX 960 GeForce GTX 1050
VS
GeForce RTX 3060 Ti GeForce RTX 2080 Super
VS
GeForce RTX 2080 Super TITAN V

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NVIDIA GeForce GTX 960 vs NVIDIA GeForce GTX 1080 Ti (Desktop) vs NVIDIA GeForce GTX 950

The following benchmarks stem from our benchmarks of review laptops. The performance depends on the used graphics memory, clock rate, processor, system settings, drivers, and operating systems. So the results don’t have to be representative for all laptops with this GPU. For detailed information on the benchmark results, click on the fps number.

For more games that might be playable and a list of all games and graphics cards visit our Gaming List

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#155 linkCache_getLink no uid found +0s … 0.212s

#156 linkCache_getLink using $NBC_LINKCACHE +0s … 0.212s

#157 linkCache_getLink no uid found +0s … 0.212s

#158 linkCache_getLink no uid found +0s . .. 0.212s

#159 linkCache_getLink no uid found +0s … 0.212s

#160 linkCache_getLink no uid found +0s … 0.212s

#161 linkCache_getLink no uid found +0s … 0.212s

#162 linkCache_getLink no uid found +0s … 0.212s

#163 linkCache_getLink no uid found +0s … 0.213s

#164 linkCache_getLink using $NBC_LINKCACHE +0s … 0.213s

#165 linkCache_getLink no uid found +0s … 0.213s

#166 linkCache_getLink using $NBC_LINKCACHE +0s … 0.213s

#167 linkCache_getLink no uid found +0s … 0.213s

#168 linkCache_getLink using $NBC_LINKCACHE +0s … 0.213s

#169 linkCache_getLink using $NBC_LINKCACHE +0s … 0.213s

#170 linkCache_getLink no uid found +0s … 0.213s

#171 linkCache_getLink no uid found +0s … 0.213s

#172 linkCache_getLink no uid found +0s … 0.213s

#173 linkCache_getLink using $NBC_LINKCACHE +0s .. . 0.213s

#174 linkCache_getLink no uid found +0s … 0.213s

#175 linkCache_getLink using $NBC_LINKCACHE +0s … 0.213s

#176 linkCache_getLink no uid found +0s … 0.213s

#177 linkCache_getLink no uid found +0s … 0.213s

#178 linkCache_getLink no uid found +0s … 0.213s

#179 linkCache_getLink using $NBC_LINKCACHE +0s … 0.213s

#180 linkCache_getLink no uid found +0s … 0.213s

#181 linkCache_getLink no uid found +0s … 0.213s

#182 linkCache_getLink using $NBC_LINKCACHE +0s … 0.213s

#183 linkCache_getLink using $NBC_LINKCACHE +0s … 0.213s

#184 linkCache_getLink no uid found +0s … 0.213s

#185 linkCache_getLink no uid found +0s … 0.214s

#186 linkCache_getLink no uid found +0s … 0.214s

#187 linkCache_getLink no uid found +0s … 0.214s

#188 linkCache_getLink no uid found +0s … 0.214s

#189 linkCache_getLink no uid found +0s . .. 0.215s

#190 linkCache_getLink using $NBC_LINKCACHE +0s … 0.215s

#191 linkCache_getLink no uid found +0s … 0.215s

#192 linkCache_getLink using $NBC_LINKCACHE +0s … 0.215s

#193 linkCache_getLink using $NBC_LINKCACHE +0s … 0.215s

#194 linkCache_getLink no uid found +0s … 0.215s

#195 linkCache_getLink no uid found +0s … 0.215s

#196 linkCache_getLink using $NBC_LINKCACHE +0s … 0.215s

#197 linkCache_getLink using $NBC_LINKCACHE +0s … 0.215s

#198 linkCache_getLink no uid found +0s … 0.215s

#199 linkCache_getLink no uid found +0s … 0.215s

#200 linkCache_getLink no uid found +0s … 0.215s

#201 linkCache_getLink using $NBC_LINKCACHE +0s … 0.215s

#202 linkCache_getLink no uid found +0s … 0.215s

#203 linkCache_getLink no uid found +0s … 0.215s

#204 linkCache_getLink no uid found +0s . .. 0.215s

#205 linkCache_getLink using $NBC_LINKCACHE +0s … 0.215s

#206 linkCache_getLink no uid found +0s … 0.215s

#207 linkCache_getLink no uid found +0s … 0.215s

#208 linkCache_getLink no uid found +0s … 0.215s

#209 linkCache_getLink using $NBC_LINKCACHE +0s … 0.216s

#210 linkCache_getLink using $NBC_LINKCACHE +0s … 0.216s

#211 linkCache_getLink no uid found +0s … 0.216s

#212 linkCache_getLink using $NBC_LINKCACHE +0s … 0.216s

#213 linkCache_getLink no uid found +0s … 0.216s

#214 linkCache_getLink using $NBC_LINKCACHE +0s … 0.216s

#215 linkCache_getLink no uid found +0s … 0.216s

#216 linkCache_getLink no uid found +0s … 0.216s

#217 linkCache_getLink using $NBC_LINKCACHE +0.001s … 0.217s

#218 linkCache_getLink no uid found +0s … 0.217s

#219 linkCache_getLink using $NBC_LINKCACHE +0s . .. 0.217s

#220 linkCache_getLink no uid found +0s … 0.218s

#221 linkCache_getLink using $NBC_LINKCACHE +0s … 0.218s

#222 linkCache_getLink no uid found +0s … 0.218s

#223 linkCache_getLink using $NBC_LINKCACHE +0s … 0.218s

#224 linkCache_getLink no uid found +0s … 0.219s

#225 linkCache_getLink using $NBC_LINKCACHE +0s … 0.219s

#226 linkCache_getLink no uid found +0s … 0.219s

#227 linkCache_getLink using $NBC_LINKCACHE +0s … 0.219s

#228 linkCache_getLink no uid found +0.001s … 0.22s

#229 linkCache_getLink using $NBC_LINKCACHE +0.001s … 0.221s

#230 linkCache_getLink no uid found +0s … 0.221s

#231 linkCache_getLink using $NBC_LINKCACHE +0s … 0.221s

#232 linkCache_getLink no uid found +0s … 0.221s

#233 linkCache_getLink using $NBC_LINKCACHE +0s … 0.222s

#234 linkCache_getLink no uid found +0s . .. 0.222s

#235 linkCache_getLink using $NBC_LINKCACHE +0s … 0.222s

#236 linkCache_getLink no uid found +0s … 0.222s

#237 linkCache_getLink using $NBC_LINKCACHE +0s … 0.223s

#238 linkCache_getLink using $NBC_LINKCACHE +0s … 0.223s

#239 linkCache_getLink no uid found +0s … 0.223s

#240 linkCache_getLink no uid found +0s … 0.223s

#241 linkCache_getLink using $NBC_LINKCACHE +0s … 0.224s

#242 linkCache_getLink no uid found +0s … 0.224s

#243 linkCache_getLink using $NBC_LINKCACHE +0s … 0.224s

#244 linkCache_getLink no uid found +0s … 0.224s

#245 linkCache_getLink using $NBC_LINKCACHE +0s … 0.225s

#246 linkCache_getLink no uid found +0s … 0.225s

#247 linkCache_getLink using $NBC_LINKCACHE +0s … 0.225s

#248 linkCache_getLink no uid found +0s … 0.225s

#249 linkCache_getLink using $NBC_LINKCACHE +0s . .. 0.226s

#250 linkCache_getLink no uid found +0s … 0.226s

#251 linkCache_getLink no uid found +0s … 0.226s

#252 linkCache_getLink using $NBC_LINKCACHE +0s … 0.226s

#253 linkCache_getLink using $NBC_LINKCACHE +0s … 0.227s

#254 linkCache_getLink no uid found +0s … 0.227s

#255 linkCache_getLink using $NBC_LINKCACHE +0s … 0.227s

#256 linkCache_getLink using $NBC_LINKCACHE +0s … 0.227s

#257 linkCache_getLink no uid found +0s … 0.227s

#258 linkCache_getLink using $NBC_LINKCACHE +0s … 0.227s

#259 linkCache_getLink no uid found +0s … 0.227s

#260 linkCache_getLink no uid found +0s … 0.227s

#261 linkCache_getLink no uid found +0s … 0.227s

#262 linkCache_getLink no uid found +0s … 0.227s

#263 linkCache_getLink using $NBC_LINKCACHE +0s … 0.227s

#264 linkCache_getLink no uid found +0s . .. 0.227s

#265 linkCache_getLink no uid found +0s … 0.227s

#266 linkCache_getLink using $NBC_LINKCACHE +0s … 0.227s

#267 linkCache_getLink using $NBC_LINKCACHE +0s … 0.227s

#268 linkCache_getLink no uid found +0s … 0.227s

#269 linkCache_getLink using $NBC_LINKCACHE +0s … 0.228s

#270 linkCache_getLink no uid found +0s … 0.228s

#271 linkCache_getLink no uid found +0s … 0.228s

#272 linkCache_getLink using $NBC_LINKCACHE +0.001s … 0.229s

#273 linkCache_getLink no uid found +0s … 0.229s

#274 linkCache_getLink no uid found +0s … 0.229s

#275 linkCache_getLink no uid found +0s … 0.229s

#276 linkCache_getLink no uid found +0s … 0.229s

#277 linkCache_getLink no uid found +0s … 0.229s

#278 linkCache_getLink using $NBC_LINKCACHE +0s … 0.229s

#279 linkCache_getLink no uid found +0s . .. 0.229s

#280 linkCache_getLink no uid found +0s … 0.229s

#281 linkCache_getLink no uid found +0s … 0.229s

#282 linkCache_getLink no uid found +0s … 0.229s

#283 linkCache_getLink no uid found +0s … 0.229s

#284 linkCache_getLink no uid found +0s … 0.229s

#285 linkCache_getLink no uid found +0s … 0.229s

#286 linkCache_getLink no uid found +0.001s … 0.23s

#287 linkCache_getLink no uid found +0s … 0.23s

#288 linkCache_getLink using $NBC_LINKCACHE +0s … 0.23s

#289 linkCache_getLink no uid found +0s … 0.23s

#290 linkCache_getLink no uid found +0s … 0.23s

#291 linkCache_getLink no uid found +0s … 0.23s

#292 linkCache_getLink no uid found +0s … 0.23s

#293 linkCache_getLink no uid found +0s … 0.23s

#294 linkCache_getLink no uid found +0s … 0.23s

#295 linkCache_getLink no uid found +0s . .. 0.23s

#296 linkCache_getLink no uid found +0s … 0.231s

#297 linkCache_getLink no uid found +0s … 0.231s

#298 linkCache_getLink no uid found +0.001s … 0.231s

#299 linkCache_getLink no uid found +0s … 0.231s

#300 linkCache_getLink no uid found +0s … 0.231s

#301 linkCache_getLink no uid found +0.002s … 0.233s

#302 linkCache_getLink no uid found +0s … 0.233s

#303 linkCache_getLink no uid found +0.001s … 0.234s

#304 linkCache_getLink no uid found +0s … 0.235s

#305 linkCache_getLink no uid found +0s … 0.235s

#306 linkCache_getLink no uid found +0.004s … 0.238s

#307 linkCache_getLink no uid found +0s … 0.238s

#308 linkCache_getLink no uid found +0.001s … 0.24s

#309 linkCache_getLink no uid found +0s … 0.24s

#310 linkCache_getLink no uid found +0.001s … 0.24s

#311 linkCache_getLink no uid found +0s . .. 0.24s

#312 linkCache_getLink no uid found +0.001s … 0.241s

#313 linkCache_getLink no uid found +0.001s … 0.242s

#314 linkCache_getLink no uid found +0s … 0.243s

#315 linkCache_getLink using $NBC_LINKCACHE +0s … 0.243s

#316 linkCache_getLink no uid found +0s … 0.243s

#317 linkCache_getLink no uid found +0.001s … 0.243s

#318 linkCache_getLink no uid found +0s … 0.244s

#319 linkCache_getLink using $NBC_LINKCACHE +0s … 0.244s

#320 linkCache_getLink no uid found +0.001s … 0.244s

#321 linkCache_getLink using $NBC_LINKCACHE +0s … 0.245s

#322 linkCache_getLink no uid found +0s … 0.245s

#323 linkCache_getLink no uid found +0.001s … 0.245s

#324 linkCache_getLink no uid found +0s … 0.245s

#325 linkCache_getLink using $NBC_LINKCACHE +0s … 0.245s

#326 linkCache_getLink using $NBC_LINKCACHE +0s . .. 0.245s

#327 linkCache_getLink using $NBC_LINKCACHE +0s … 0.245s

#328 linkCache_getLink using $NBC_LINKCACHE +0s … 0.245s

#329 linkCache_getLink no uid found +0s … 0.245s

#330 linkCache_getLink using $NBC_LINKCACHE +0s … 0.245s

#331 linkCache_getLink using $NBC_LINKCACHE +0s … 0.245s

#332 linkCache_getLink no uid found +0s … 0.245s

#333 linkCache_getLink no uid found +0s … 0.245s

#334 linkCache_getLink no uid found +0s … 0.245s

#335 linkCache_getLink using $NBC_LINKCACHE +0s … 0.245s

#336 linkCache_getLink using $NBC_LINKCACHE +0s … 0.245s

#337 linkCache_getLink no uid found +0s … 0.246s

#338 linkCache_getLink using $NBC_LINKCACHE +0s … 0.246s

#339 linkCache_getLink no uid found +0s … 0.246s

#340 linkCache_getLink using $NBC_LINKCACHE +0s … 0.246s

#341 linkCache_getLink no uid found +0s . .. 0.246s

#342 linkCache_getLink using $NBC_LINKCACHE +0s … 0.246s

#343 linkCache_getLink using $NBC_LINKCACHE +0s … 0.246s

#344 linkCache_getLink using $NBC_LINKCACHE +0s … 0.246s

#345 linkCache_getLink using $NBC_LINKCACHE +0s … 0.246s

#346 linkCache_getLink using $NBC_LINKCACHE +0s … 0.246s

#347 linkCache_getLink no uid found +0s … 0.246s

#348 linkCache_getLink no uid found +0s … 0.246s

#349 linkCache_getLink no uid found +0s … 0.246s

#350 linkCache_getLink no uid found +0s … 0.246s

#351 linkCache_getLink using $NBC_LINKCACHE +0s … 0.246s

#352 linkCache_getLink using $NBC_LINKCACHE +0.001s … 0.247s

#353 linkCache_getLink no uid found +0s … 0.247s

#354 linkCache_getLink no uid found +0s … 0.247s

#355 linkCache_getLink using $NBC_LINKCACHE +0s … 0.247s

#356 linkCache_getLink no uid found +0s . .. 0.247s

#357 linkCache_getLink using $NBC_LINKCACHE +0s … 0.247s

#358 linkCache_getLink no uid found +0s … 0.247s

#359 linkCache_getLink using $NBC_LINKCACHE +0s … 0.247s

#360 linkCache_getLink using $NBC_LINKCACHE +0s … 0.247s

#361 linkCache_getLink using $NBC_LINKCACHE +0s … 0.247s

#362 linkCache_getLink no uid found +0s … 0.247s

#363 linkCache_getLink using $NBC_LINKCACHE +0s … 0.247s

#364 linkCache_getLink using $NBC_LINKCACHE +0s … 0.247s

#365 linkCache_getLink no uid found +0s … 0.247s

#366 linkCache_getLink using $NBC_LINKCACHE +0s … 0.247s

#367 linkCache_getLink no uid found +0s … 0.247s

#368 linkCache_getLink no uid found +0.001s … 0.248s

#369 linkCache_getLink using $NBC_LINKCACHE +0s … 0.248s

#370 linkCache_getLink no uid found +0s … 0.248s

#371 min, max, avg, median took s +0. 001s … 0.249s

#372 before gaming benchmark output +0s … 0.249s

#373 Got 1014 rows for game benchmarks. +0.054s … 0.303s

#374 composed SQL query for gamebenchmarks +0s … 0.303s

#375 linkCache_getLink using $NBC_LINKCACHE +0s … 0.303s

#376 linkCache_getLink using $NBC_LINKCACHE +0s … 0.303s

#377 linkCache_getLink using $NBC_LINKCACHE +0s … 0.303s

#378 linkCache_getLink using $NBC_LINKCACHE +0s … 0.303s

#379 linkCache_getLink using $NBC_LINKCACHE +0s … 0.303s

#380 linkCache_getLink using $NBC_LINKCACHE +0s … 0.303s

#381 linkCache_getLink using $NBC_LINKCACHE +0s … 0.303s

#382 linkCache_getLink using $NBC_LINKCACHE +0s … 0.303s

#383 linkCache_getLink using $NBC_LINKCACHE +0s … 0.303s

#384 linkCache_getLink using $NBC_LINKCACHE +0s … 0.303s

#385 linkCache_getLink using $NBC_LINKCACHE +0s . .. 0.303s

#386 linkCache_getLink using $NBC_LINKCACHE +0s … 0.303s

#387 linkCache_getLink using $NBC_LINKCACHE +0s … 0.303s

#388 linkCache_getLink using $NBC_LINKCACHE +0s … 0.303s

#389 linkCache_getLink using $NBC_LINKCACHE +0s … 0.303s

#390 linkCache_getLink using $NBC_LINKCACHE +0s … 0.303s

#391 linkCache_getLink using $NBC_LINKCACHE +0s … 0.303s

#392 linkCache_getLink using $NBC_LINKCACHE +0s … 0.303s

#393 linkCache_getLink using $NBC_LINKCACHE +0s … 0.303s

#394 linkCache_getLink using $NBC_LINKCACHE +0s … 0.303s

#395 linkCache_getLink using $NBC_LINKCACHE +0s … 0.303s

#396 linkCache_getLink using $NBC_LINKCACHE +0s … 0.303s

#397 linkCache_getLink using $NBC_LINKCACHE +0s … 0.303s

#398 linkCache_getLink using $NBC_LINKCACHE +0s … 0.303s

#399 linkCache_getLink using $NBC_LINKCACHE +0s . .. 0.303s

#400 linkCache_getLink using $NBC_LINKCACHE +0s … 0.303s

#401 linkCache_getLink using $NBC_LINKCACHE +0s … 0.303s

#402 linkCache_getLink using $NBC_LINKCACHE +0s … 0.303s

#403 linkCache_getLink using $NBC_LINKCACHE +0s … 0.303s

#404 linkCache_getLink using $NBC_LINKCACHE +0s … 0.303s

#405 linkCache_getLink using $NBC_LINKCACHE +0s … 0.303s

#406 linkCache_getLink using $NBC_LINKCACHE +0s … 0.304s

#407 linkCache_getLink using $NBC_LINKCACHE +0s … 0.304s

#408 linkCache_getLink using $NBC_LINKCACHE +0s … 0.304s

#409 linkCache_getLink using $NBC_LINKCACHE +0s … 0.304s

#410 linkCache_getLink using $NBC_LINKCACHE +0s … 0.304s

#411 linkCache_getLink using $NBC_LINKCACHE +0s … 0.304s

#412 linkCache_getLink using $NBC_LINKCACHE +0s … 0.304s

#413 linkCache_getLink using $NBC_LINKCACHE +0s . .. 0.304s

#414 linkCache_getLink using $NBC_LINKCACHE +0s … 0.304s

#415 linkCache_getLink using $NBC_LINKCACHE +0s … 0.304s

#416 linkCache_getLink using $NBC_LINKCACHE +0s … 0.304s

#417 linkCache_getLink using $NBC_LINKCACHE +0s … 0.304s

#418 linkCache_getLink using $NBC_LINKCACHE +0s … 0.304s

#419 linkCache_getLink using $NBC_LINKCACHE +0s … 0.304s

#420 linkCache_getLink using $NBC_LINKCACHE +0s … 0.304s

#421 linkCache_getLink using $NBC_LINKCACHE +0s … 0.304s

#422 linkCache_getLink using $NBC_LINKCACHE +0s … 0.304s

#423 linkCache_getLink using $NBC_LINKCACHE +0s … 0.304s

#424 linkCache_getLink using $NBC_LINKCACHE +0s … 0.304s

#425 linkCache_getLink using $NBC_LINKCACHE +0s … 0.304s

#426 linkCache_getLink using $NBC_LINKCACHE +0s … 0.304s

#427 linkCache_getLink using $NBC_LINKCACHE +0s . .. 0.304s

#428 linkCache_getLink using $NBC_LINKCACHE +0s … 0.304s

#429 linkCache_getLink using $NBC_LINKCACHE +0s … 0.304s

#430 linkCache_getLink using $NBC_LINKCACHE +0s … 0.304s

#431 linkCache_getLink using $NBC_LINKCACHE +0s … 0.304s

#432 linkCache_getLink using $NBC_LINKCACHE +0s … 0.304s

#433 linkCache_getLink using $NBC_LINKCACHE +0s … 0.304s

#434 linkCache_getLink using $NBC_LINKCACHE +0s … 0.304s

#435 linkCache_getLink using $NBC_LINKCACHE +0s … 0.304s

#436 linkCache_getLink using $NBC_LINKCACHE +0s … 0.304s

#437 linkCache_getLink using $NBC_LINKCACHE +0s … 0.304s

#438 linkCache_getLink using $NBC_LINKCACHE +0s … 0.304s

#439 linkCache_getLink using $NBC_LINKCACHE +0s … 0.304s

#440 linkCache_getLink using $NBC_LINKCACHE +0s … 0.304s

#441 linkCache_getLink using $NBC_LINKCACHE +0s . .. 0.305s

#442 linkCache_getLink using $NBC_LINKCACHE +0s … 0.305s

#443 linkCache_getLink using $NBC_LINKCACHE +0s … 0.305s

#444 linkCache_getLink using $NBC_LINKCACHE +0s … 0.305s

#445 linkCache_getLink using $NBC_LINKCACHE +0s … 0.305s

#446 linkCache_getLink using $NBC_LINKCACHE +0s … 0.305s

#447 linkCache_getLink using $NBC_LINKCACHE +0s … 0.305s

#448 linkCache_getLink using $NBC_LINKCACHE +0s … 0.305s

#449 linkCache_getLink using $NBC_LINKCACHE +0s … 0.305s

#450 linkCache_getLink using $NBC_LINKCACHE +0s … 0.305s

#451 linkCache_getLink using $NBC_LINKCACHE +0s … 0.305s

#452 linkCache_getLink using $NBC_LINKCACHE +0s … 0.305s

#453 linkCache_getLink using $NBC_LINKCACHE +0s … 0.305s

#454 linkCache_getLink using $NBC_LINKCACHE +0s … 0.305s

#455 linkCache_getLink using $NBC_LINKCACHE +0s . .. 0.305s

#456 linkCache_getLink using $NBC_LINKCACHE +0s … 0.305s

#457 linkCache_getLink using $NBC_LINKCACHE +0s … 0.305s

#458 linkCache_getLink using $NBC_LINKCACHE +0s … 0.305s

#459 linkCache_getLink using $NBC_LINKCACHE +0s … 0.305s

#460 linkCache_getLink using $NBC_LINKCACHE +0s … 0.305s

#461 linkCache_getLink using $NBC_LINKCACHE +0s … 0.305s

#462 linkCache_getLink using $NBC_LINKCACHE +0s … 0.305s

#463 linkCache_getLink using $NBC_LINKCACHE +0s … 0.305s

#464 linkCache_getLink using $NBC_LINKCACHE +0s … 0.305s

#465 linkCache_getLink using $NBC_LINKCACHE +0s … 0.305s

#466 linkCache_getLink using $NBC_LINKCACHE +0s … 0.305s

#467 linkCache_getLink using $NBC_LINKCACHE +0s … 0.305s

#468 linkCache_getLink using $NBC_LINKCACHE +0s … 0.305s

#469 linkCache_getLink using $NBC_LINKCACHE +0s . .. 0.305s

#470 linkCache_getLink using $NBC_LINKCACHE +0s … 0.305s

#471 linkCache_getLink using $NBC_LINKCACHE +0s … 0.305s

#472 linkCache_getLink using $NBC_LINKCACHE +0s … 0.305s

#473 linkCache_getLink using $NBC_LINKCACHE +0s … 0.305s

#474 linkCache_getLink using $NBC_LINKCACHE +0s … 0.306s

#475 linkCache_getLink using $NBC_LINKCACHE +0s … 0.306s

#476 linkCache_getLink using $NBC_LINKCACHE +0s … 0.306s

#477 linkCache_getLink using $NBC_LINKCACHE +0s … 0.306s

#478 linkCache_getLink using $NBC_LINKCACHE +0s … 0.306s

#479 linkCache_getLink using $NBC_LINKCACHE +0s … 0.306s

#480 linkCache_getLink using $NBC_LINKCACHE +0s … 0.306s

#481 linkCache_getLink using $NBC_LINKCACHE +0s … 0.306s

#482 linkCache_getLink using $NBC_LINKCACHE +0s … 0.306s

#483 linkCache_getLink using $NBC_LINKCACHE +0s . .. 0.306s

#484 linkCache_getLink using $NBC_LINKCACHE +0s … 0.306s

#485 linkCache_getLink using $NBC_LINKCACHE +0s … 0.306s

#486 linkCache_getLink using $NBC_LINKCACHE +0s … 0.306s

#487 linkCache_getLink using $NBC_LINKCACHE +0s … 0.306s

#488 linkCache_getLink using $NBC_LINKCACHE +0s … 0.306s

#489 linkCache_getLink using $NBC_LINKCACHE +0s … 0.306s

#490 linkCache_getLink using $NBC_LINKCACHE +0s … 0.306s

#491 linkCache_getLink using $NBC_LINKCACHE +0s … 0.306s

#492 linkCache_getLink using $NBC_LINKCACHE +0s … 0.306s

#493 linkCache_getLink using $NBC_LINKCACHE +0s … 0.306s

#494 linkCache_getLink using $NBC_LINKCACHE +0s … 0.306s

#495 linkCache_getLink using $NBC_LINKCACHE +0s … 0.306s

#496 linkCache_getLink using $NBC_LINKCACHE +0s … 0.306s

#497 linkCache_getLink using $NBC_LINKCACHE +0s . .. 0.306s

#498 linkCache_getLink using $NBC_LINKCACHE +0s … 0.306s

#499 linkCache_getLink using $NBC_LINKCACHE +0s … 0.306s

#500 linkCache_getLink using $NBC_LINKCACHE +0s … 0.306s

#501 linkCache_getLink using $NBC_LINKCACHE +0s … 0.306s

#502 linkCache_getLink using $NBC_LINKCACHE +0s … 0.306s

#503 linkCache_getLink using $NBC_LINKCACHE +0s … 0.306s

#504 linkCache_getLink using $NBC_LINKCACHE +0s … 0.306s

#505 linkCache_getLink using $NBC_LINKCACHE +0s … 0.306s

#506 linkCache_getLink using $NBC_LINKCACHE +0s … 0.306s

#507 linkCache_getLink using $NBC_LINKCACHE +0s … 0.306s

#508 linkCache_getLink using $NBC_LINKCACHE +0s … 0.306s

#509 linkCache_getLink using $NBC_LINKCACHE +0s … 0.306s

#510 linkCache_getLink using $NBC_LINKCACHE +0s … 0.306s

#511 linkCache_getLink using $NBC_LINKCACHE +0s . .. 0.306s

#512 linkCache_getLink using $NBC_LINKCACHE +0s … 0.307s

#513 linkCache_getLink using $NBC_LINKCACHE +0s … 0.307s

#514 linkCache_getLink using $NBC_LINKCACHE +0s … 0.307s

#515 linkCache_getLink using $NBC_LINKCACHE +0s … 0.307s

#516 linkCache_getLink using $NBC_LINKCACHE +0s … 0.307s

#517 linkCache_getLink using $NBC_LINKCACHE +0s … 0.307s

#518 linkCache_getLink using $NBC_LINKCACHE +0s … 0.307s

#519 linkCache_getLink using $NBC_LINKCACHE +0s … 0.307s

#520 linkCache_getLink using $NBC_LINKCACHE +0s … 0.307s

#521 linkCache_getLink using $NBC_LINKCACHE +0s … 0.307s

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#1558 linkCache_getLink using $NBC_LINKCACHE +0.001s … 0.525s

#1559 benchmarks composed for output. +0s … 0.525s

#1560 calculated avg scores. +0s … 0.525s

#1561 return log +0.004s … 0.529s

Nvidia GeForce GTX 1080 Ti vs Nvidia GeForce GTX 960








Nvidia GeForce GTX 1080 Ti vs Nvidia GeForce GTX 960

Comparison of the technical characteristics between the graphics cards, with Nvidia GeForce GTX 1080 Ti on one side and Nvidia GeForce GTX 960 on the other side. The first is dedicated to the desktop sector, it has 3584 shading units, a maximum frequency of 1,6 GHz, its lithography is 16 nm. The second is used on the desktop segment, it includes 1024 shading units, a maximum frequency of 1,2 GHz, its lithography is 28 nm. The following table also compares the boost clock, the number of shading units (if indicated), of execution units, the amount of cache memory, the maximum memory capacity, the memory bus width, the release date, the number of PCIe lanes, the values ​​obtained in various benchmarks.

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Specifications:

Graphics card

Nvidia GeForce GTX 1080 Ti

Nvidia GeForce GTX 960
Market (main)

Desktop

Desktop
Release date

Q1 2017

Q1 2015
Model number

GP102-350-K1-A1

GM206-300-A1
GPU name

GP102

GM206
Architecture

Pascal

Maxwell 2. 0
Generation

GeForce 10

GeForce 900
Lithography

16 nm

28 nm
Transistors

11.800.000.000

2.940.000.000
Bus interface

PCIe 3.0 x16

PCIe 3.0 x16
GPU base clock

1,48 GHz

1,13 GHz
GPU boost clock

1,58 GHz

1,18 GHz
Memory frequency

1.376 MHz

1.753 MHz
Effective memory speed

11 GB/s

7 GB/s
Memory size

11 GB

2 GB
Memory type

GDDR5X

GDDR5
Memory bus

352 Bit

128 Bit
Memory bandwidth

484,4 GB/s

112,2 GB/s
TDP

250 W

120 W
Suggested PSU 600W ATX Power Supply 400W ATX Power Supply
Multicard technology

4-way SLI, 2-way SLI HB

2-way SLI
Outputs

1x HDMI
3x DisplayPort

1x DVI
1x HDMI
3x DisplayPort


Maximum GPU Temperature

91°C

98°C
Cores (compute units, SM, SMX)

28

8
Shading units (cuda cores)

3. 584

1.024
TMUs

224

64
ROPs

88

32
Cache memory

2,8 MB

1 MB
Pixel fillrate

139,2 GP/s

37,7 GP/s
Texture fillrate

354,4 GT/s

75,4 GT/s
Performance FP32 (float)

11,3 TFLOPS

2,4 TFLOPS
Performance FP64 (double)

354,4 GFLOPS

75,4 GFLOPS
Amazon


eBay


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Price: For technical reasons, we cannot currently display a price less than 24 hours, or a real-time price. This is why we prefer for the moment not to show a price. You should refer to the respective online stores for the latest price, as well as availability.

We can better compare what are the technical differences between the two graphics cards.

Performances :

Performance comparison between the two processors, for this we consider the results generated on benchmark software such as Geekbench 4.





FP32 Performance in GFLOPS
Nvidia GeForce GTX 1080 Ti

11.340
Nvidia GeForce GTX 960

2.413

The difference is 370%.

Note: Commissions may be earned from the links above. These scores are only an
average of the performances got with these graphics cards, you may get different results.

Single precision floating point format, also known as FP32, is a computer number format that typically occupies 32 bits in PC memory. This represents a wide dynamic range of numeric values that employs a floating point.

See also:

Nvidia GeForce GTX 960 (OEM)Nvidia GeForce GTX 960MNvidia GeForce GTX 965M

Equivalence:

Nvidia GeForce GTX 1080 Ti AMD equivalentNvidia GeForce GTX 960 AMD equivalent

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Information:

We do not assume any responsibility for the data displayed on our website. Please use at your own risk. Some or all of this data may be out of date or incomplete, please refer to the technical page on the respective manufacturer’s website to find the latest up-to-date information regarding the specifics of these products.

GeForce GTX 660 vs GeForce GTX 960 Graphics cards Comparison

Find out if it is worth upgrading your current GPU setup by comparing GeForce GTX 660 and GeForce GTX 960. Here you can take a closer look at graphics cards specs, such as core clock speed, memory type and size, display connectors, etc. The price, overall benchmark and gaming performances are usually defining factors when it comes to choosing between GeForce GTX 660 and GeForce GTX 960. Make sure that the graphics card has compatible dimensions and will properly fit in your new or current computer case. Also these graphics cards may have different system power recommendations, so take that into consideration and upgrade your PSU if necessary.

GeForce GTX 660

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GeForce GTX 960

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Main Specs

  GeForce GTX 660 GeForce GTX 960
Power consumption (TDP) 140 Watt 120 Watt
Interface PCIe 3.0 x16 PCIe 3.0 x16
Supplementary power connectors One 6-pin 1x 6-pins
Memory type GDDR5 GDDR5
Maximum RAM amount 2 GB 4 GB
Display Connectors 2x DVI, 1x HDMI, 1x DisplayPort 1x DVI, 1x HDMI, 3x DisplayPort
Recommended system power (PSU) 400 Watt
 

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  • GeForce GTX 660 has 16% more power consumption, than GeForce GTX 960.
  • Both video cards are using PCIe 3.0 x16 interface connection to a motherboard.
  • GeForce GTX 960 has 2 GB more memory, than GeForce GTX 660.
  • Both cards are used in Desktops.
  • GeForce GTX 660 is build with Kepler architecture, and GeForce GTX 960 — with Maxwell.
  • Core clock speed of GeForce GTX 960 is 147 MHz higher, than GeForce GTX 660.
  • GeForce GTX 660 and GeForce GTX 960 are manufactured by 28 nm process technology.
  • Both graphics cards are the same length of 9 mm.
  • Memory clock speed of GeForce GTX 960 is 1 MHz higher, than GeForce GTX 660.

Game benchmarks

Assassin’s Creed OdysseyBattlefield 5Call of Duty: WarzoneCounter-Strike: Global OffensiveCyberpunk 2077Dota 2Far Cry 5FortniteForza Horizon 4Grand Theft Auto VMetro ExodusMinecraftPLAYERUNKNOWN’S BATTLEGROUNDSRed Dead Redemption 2The Witcher 3: Wild HuntWorld of Tanks
high / 1080p 20−22 35−40
ultra / 1080p 12−14 21−24
QHD / 1440p 6−7 16−18
4K / 2160p 5−6 10−11
low / 720p 40−45 60−65
medium / 1080p 24−27 40−45
The average gaming FPS of GeForce GTX 960 in Assassin’s Creed Odyssey is 68% more, than GeForce GTX 660.
high / 1080p 30−35 55−60
ultra / 1080p 27−30 45−50
QHD / 1440p 10−12 35−40
4K / 2160p 8−9 18−20
low / 720p 65−70 100−110
medium / 1080p 35−40 60−65
The average gaming FPS of GeForce GTX 960 in Battlefield 5 is 80% more, than GeForce GTX 660.
low / 768p 50−55 50−55
QHD / 1440p 0−1 0−1
GeForce GTX 660 and GeForce GTX 960 have the same average FPS in Call of Duty: Warzone.
low / 768p 230−240 250−260
medium / 768p 200−210 220−230
ultra / 1080p 120−130 180−190
QHD / 1440p 90−95 110−120
4K / 2160p 50−55 70−75
high / 768p 160−170 210−220
The average gaming FPS of GeForce GTX 960 in Counter-Strike: Global Offensive is 22% more, than GeForce GTX 660.
low / 768p 60−65 60−65
ultra / 1080p 50−55
medium / 1080p 55−60 55−60
GeForce GTX 660 and GeForce GTX 960 have the same average FPS in Cyberpunk 2077.
low / 768p 120−130 120−130
medium / 768p 100−110 110−120
ultra / 1080p 80−85 100−110
The average gaming FPS of GeForce GTX 960 in Dota 2 is 10% more, than GeForce GTX 660.
high / 1080p 24−27 45−50
ultra / 1080p 21−24 40−45
QHD / 1440p 18−20 27−30
4K / 2160p 8−9 14−16
low / 720p 50−55 80−85
medium / 1080p 27−30 45−50
The average gaming FPS of GeForce GTX 960 in Far Cry 5 is 65% more, than GeForce GTX 660.
high / 1080p 30−35 60−65
ultra / 1080p 24−27 45−50
QHD / 1440p 16−18 27−30
4K / 2160p 27−30
low / 720p 120−130 180−190
medium / 1080p 70−75 110−120
The average gaming FPS of GeForce GTX 960 in Fortnite is 61% more, than GeForce GTX 660.
high / 1080p 30−35 60−65
ultra / 1080p 24−27 45−50
QHD / 1440p 14−16 30−35
4K / 2160p 12−14 24−27
low / 720p 65−70 100−110
medium / 1080p 35−40 65−70
The average gaming FPS of GeForce GTX 960 in Forza Horizon 4 is 80% more, than GeForce GTX 660.
low / 768p 100−110 140−150
medium / 768p 90−95 120−130
high / 1080p 40−45 70−75
ultra / 1080p 16−18 30−35
QHD / 1440p 7−8 21−24
The average gaming FPS of GeForce GTX 960 in Grand Theft Auto V is 51% more, than GeForce GTX 660.
high / 1080p 12−14 24−27
ultra / 1080p 10−11 20−22
QHD / 1440p 10−11 16−18
4K / 2160p 3−4 8−9
low / 720p 40−45 65−70
medium / 1080p 18−20 30−35
The average gaming FPS of GeForce GTX 960 in Metro Exodus is 75% more, than GeForce GTX 660.
low / 768p 120−130 130−140
medium / 1080p 110−120 120−130
The average gaming FPS of GeForce GTX 960 in Minecraft is 8% more, than GeForce GTX 660.
ultra / 1080p 14−16 14−16
low / 720p 70−75 100−110
medium / 1080p 18−20 18−20
The average gaming FPS of GeForce GTX 960 in PLAYERUNKNOWN’S BATTLEGROUNDS is 31% more, than GeForce GTX 660.
high / 1080p 14−16 24−27
ultra / 1080p 10−11 16−18
QHD / 1440p 1−2 10−11
4K / 2160p 1−2 7−8
low / 720p 35−40 65−70
medium / 1080p 21−24 35−40
The average gaming FPS of GeForce GTX 960 in Red Dead Redemption 2 is 92% more, than GeForce GTX 660.
low / 768p 70−75 130−140
medium / 768p 45−50 85−90
high / 1080p 24−27 45−50
ultra / 1080p 14−16 24−27
4K / 2160p 8−9 16−18
The average gaming FPS of GeForce GTX 960 in The Witcher 3: Wild Hunt is 87% more, than GeForce GTX 660.
low / 768p 90−95 90−95
medium / 768p 60−65 60−65
ultra / 1080p 40−45 50−55
high / 768p 55−60 60−65
The average gaming FPS of GeForce GTX 960 in World of Tanks is 6% more, than GeForce GTX 660.

Full Specs

  GeForce GTX 660 GeForce GTX 960
Architecture Kepler Maxwell
Code name GK106 GM206
Type Desktop Desktop
Release date 6 September 2012 22 January 2015
Pipelines 960 1024
Core clock speed 980 MHz 1127 MHz
Boost Clock 1033 MHz 1178 MHz
Transistor count 2,540 million 2,940 million
Manufacturing process technology 28 nm 28 nm
Texture fill rate 78. 4 billion/sec 72 billion/sec
Floating-point performance 1,981 gflops 2,413 gflops
Length 9.5″ (24.1 cm) 9.5″ (24.1 cm)
Memory bus width 192-bit GDDR5 128 Bit
Memory clock speed 6.0 GB/s 7.0 GB/s
Memory bandwidth 144.2 GB/s 112 GB/s
Shared memory
G-SYNC support +
DirectX 12 (11_0) 12 (12_1)
Shader Model 5.1 6.4
OpenGL 4.3 4.4
OpenCL 1.2 1. 2
Vulkan 1.1.126 1.1.126
CUDA + +
Monero / XMR (CryptoNight) 0.27 kh/s
CUDA cores 960 1024
Bus support PCI Express 3.0 PCI Express 3.0
Height 4.376″ (11.1 cm) 4.376″ (11.1 cm)
SLI options + +
Multi monitor support 4 displays 4 displays
HDMI +
HDCP + +
Maximum VGA resolution 2048×1536 2048×1536
Audio input for HDMI Internal Internal
3D Blu-Ray +
3D Gaming +
3D Vision +
Bitcoin / BTC (SHA256) 66 Mh/s 318 Mh/s
Decred / DCR (Decred) 0. 92 Gh/s
Ethereum / ETH (DaggerHashimoto) 8 Mh/s
Zcash / ZEC (Equihash) 141.47 Sol/s
GameStream +
GeForce ShadowPlay +
GPU Boost 2.0
GameWorks +
 

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Similar compares

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Old Mainstream GPU: GeForce GTX 960 vs.

GTX 1660 & RTX 2060

When we recently tested the new GeForce GTX 1660 we noted that Nvidia was making a bold claim in the review guide saying that the 1660 was a whopping 113% faster than the GTX 960, making it a perfect upgrade option for owners of the old mid-range Maxwell GPU.

Considering the GeForce GTX 960 is the fifth most popular GPU among Steam users — and that’s a very representative sample of PC gamers — seems there are plenty of you using it, so we thought we’d investigate what truth there is to Nvidia’s words.

Before we get to the benchmarks, a few quick stats. We first reviewed the GTX 960 back in January 2015 aiming at the $200-$250 bracket. It came packing 1024 CUDA cores, 27% less than the 1660 and they’re clocked 34% lower. There’s also 33 fewer ROPs and while both make use of GDDR5 memory the GTX 960 has 42% less memory bandwidth due to lower clocked memory and more crucially a narrower 128-bit wide memory bus.

For this test the focus will be on 1080p performance, looking at a dozen titles closely before jumping to a 33 game breakdown comparing the GTX 1660 and 960 head to head. All tests were performed in our GPU test bed which includes a Core i9-9900K clocked at 5 GHz with 32GB of DDR4-3200 memory. We relied on Adrenalin 2019 Edition 19.2.3 drivers for the Radeon GPUs and Game Ready 419.35 WHQL for the GeForce GPUs.

Gaming Benchmarks

Playing Apex Legends at 1080p with the high quality preset isn’t much fun with a GTX 960. You’re looking at frame rates that are consistently well below 60 fps, far from ideal when playing a fast paced first person shooter. Those not wanting to reduce visual quality will have to upgrade and the new GTX 1660 offers a healthy 136% performance boost with 106 fps on average.

Moving on to the recently released ‘The Division 2’ and we find a dire situation with the GTX 960.

Just 27 fps on average, the games is nearly unplayable using the ultra quality preset at 1080p. Admittedly the game is quite demanding with these quality settings, but those looking to upgrade to a GTX 1660 can look forward to a 152% performance boost, not that bad. Though if you’re only looking at playing The Division 2 then the RX 590 might be a better choice.

We find a similar situation when testing with Shadow of the Tomb Raider, using the highest quality preset the old GeForce GPU spat out just 34 fps on average and with frame dips into the 20’s. Meanwhile the 124% performance bump offered by the GTX 1660 meant that the game could now be enjoyed in all of its glory at 1080p.

The GTX 960 does do a decent job in Forza Horizon 4, as long as you have the 4GB model. Even so the GTX 1660 still offered a 126% performance boost hitting 95 fps on average and with over twice as many frames pumped out each second it did offer significantly smoother gaming experience.

Hitman 2 was also playable with the GeForce GTX 960 and it wouldn’t take much to dial back the quality settings to achieve 60 fps. That said, if you want to enjoy Hitman with the ultra quality settings enabled then something like the GTX 1660 is the way to go as it spat out a much more impressive 93 fps on average.

Testing with Just Cause 4 saw the new budget Turing GPU deliver just over twice as many frames when compared to the GTX 960.

The jump up from 32 fps on average to 65 fps is massive and it makes leaping and flying around while you attack enemies much easier and perhaps more importantly, much more enjoyable.

We see a pretty consistent trend here, testing with Resident Evil 2 saw the GTX 1660 providing 129% more performance at 1080p with the maximum quality preset enabled. More than doubling the frame rate obviously leads to significant improvements in gameplay and while this isn’t a game that necessarily needs big frame rates, the smoother motion certain adds to the experience.

Of all the games we’ve benchmarked so far, Fortnite is by far the least demanding. As such the GTX 960 was good for 52 fps on average and we are using the Epic quality preset, so with competitive settings the GTX 960 would be pushing over 60 fps at 1080p. However if you want 144 fps+ with competitive settings the GTX 1660 will be required and even with the Epic preset enabled it still averaged 113 fps.

Metro Exodus is a new and very demanding title. The GTX 1660 can’t reach a 60 fps average at 1080p with the ultra preset enabled. That said it’s a darn sight better than the 27 fps on average you’d be getting with the aging GTX 960, so there’s that.

We must admit we were expecting the GTX 960 to do quite well in Rainbow Six Siege. While 48 fps on average is playable we did expected more, though come to think of it we’re not exactly sure why given the RX 570 only renders 69 fps on average. This means the upgrade to the GTX 1660 would net you a healthy 146% performance boost, hitting 118 fps on average.

Battlefield V is an interesting result as it’s one of the smallest deltas we found for the 1660 over the 960, across the 33 games tested. Here the Turing GPU was 81% faster. Still a big margin but given we’ve typically seen more than double the performance out of the 1660, this is a bit of a surprise.

Although World of Tanks has recently received a major overhaul and we are testing with the HD client, it’s still very well optimized for older hardware. For example, the GTX 960 was good for 55 fps on average and that’s very playable performance in this title. Still if you seek more performance then the GTX 1660 can help you out with a nice 91% performance bump.

The GTX 960 also has just enough grunt to play Far Cry New Dawn at 1080p using the ultra quality preset. Pretty impressive and it really speaks to how well optimized this title is.

Still, if you want to keep frame rates well above 60 fps at all times than the 98% performance boost you’ll get for the GTX 1660 will be very welcomed.

Power

When it comes to power consumption we see just how impressive the Turing-based GTX 1660 is in terms of efficiency. Despite often offering twice as much performance as the GTX 960, it pushed total system usage just 16% higher, hitting 262 watts. Even by today’s standards the GTX 960 isn’t terrible and you’ll get away with a very modest power supply.

Putting It All Together

Four years later, we’ve seen how the GTX 960 performs in modern titles at 1080p using dialed up quality settings. It’s not great, but it’s also about what you’d expect from a mid-range graphics card that no doubt is still serviceable unless you require top graphics fidelity.

The GTX 960 went on sale for $200 for the 2GB models, and typically around $40-50 more for the 4GB version that we tested today. If you are running a 2GB model then the performance uplift is going to be even greater that we saw today.

Based on the 13 games that we just looked at, the GTX 1660 is about twice as fast as the GTX 960. At 1080p we’re looking at a 117% performance boost on average. That’s massive and it means Nvidia were right on the money.

Granted, the GeForce GTX 1660 today will cost you ~$280 but that’s not unreasonable to ask in today’s market and has in fact made other GPUs below or above it adjust accordingly. The more affordable Radeon RX 580 8GB costs $190 at the moment, placing it roughly on par with the GTX 1660 in terms of cost per frame if you’re going for ultimate value for your buck.

This does mean GTX 960 owners have had a somewhat similar value option in the RX 580 for some time, making the GTX 1660 a little less exciting. Nonetheless, there is now a number of solid upgrade options for those still using a GTX 960 or something of similar performance. You can check out our recent 33 game test of mainstream GPUs here, or if you’re using a GTX 980 instead, we revisited that one a few weeks back, too.

Shopping Shortcuts:
  • GeForce GTX 1660 on Amazon, Newegg
  • GeForce GTX 1660 Ti on Amazon, Newegg
  • GeForce RTX 2060 on Amazon, Newegg
  • GeForce RTX 2080 on Amazon, Newegg
  • Radeon RX 570 on Amazon, Newegg
  • Radeon RX 580 on Amazon, Newegg
  • Radeon RX 590 on Amazon, Newegg

0024 1480MHz vs 1127MHz

  • 8.29 TFLOPS higher than FLOPS?
    10.6 TFLOPS vs 2.31 TFLOPS
  • 94.1 GPixel/s higher pixel rate?
    130. 2 GPixel/s vs 36.1 GPixel/s
  • 3996MHz higher effective clock speed?
    11008MHz vs 7012MHz
  • 259.9 GTexels/s higher number of textured pixels?
    332 GTexels/s vs 72.1 GTexels/s
  • 5.5x more VRAM?
    11GB vs 2GB
  • 372GB/s more memory bandwidth?
    484GB/s vs 112GB/s
  • 224bit wider memory bus?
    352bit vs 128bit
    • 100W below TDP?
      120W vs 220W
    • 377MHz faster memory speed?
      1753MHz vs 1376MHz
    • 1 more DVI outputs?
      1 vs 0
    • Supports 1 more displays?
      4 vs 3
    • 25.7mm narrower?
      241mm vs 266.7mm

    Which comparisons are the most popular?

    Nvidia GeForce GTX 1080 Ti

    vs

    Nvidia GeForce RTX 3060

    Nvidia GeForce GTX 960

    vs

    0004 Nvidia GeForce GTX 1080 Ti

    vs

    Nvidia GeForce RTX 3060 Ti

    Nvidia GeForce GTX 960

    vs

    Nvidia GeForce GTX 1050

    Nvidia GeForce GTX 1080 Ti

    vs

    Nvidia GeForce RTX 3050 Laptop

    Nvidia GeForce GTX 960

    vs

    Nvidia GeForce GTX 1060

    Nvidia GeForce GTX 1080 Ti

    vs

    Nvidia GeForce GTX 1660 Ti

    Nvidia GeForce GTX

    04 vs

    Nvidia GeForce GTX 1650

    Nvidia GeForce GTX 1080 Ti

    vs

    Nvidia GeForce RTX 2060

    Nvidia GeForce GTX 960

    vs

    Nvidia GeForce GTX 750 Ti

    Nvidia GeForce GTX 1080 Ti

    vs

    Nvidia Geforce GTX 1660 Super

    Nvidia GeForce GTX 960

    vs

    AMD Radeon RX 570

    Nvidia GeForce GTX 1080 Ti

    GeForce 300

    03

    Nvidia GeForce GTX 960

    vs

    Nvidia GeForce RTX 3050 Laptop

    Nvidia GeForce GTX 1080 Ti

    vs

    Nvidia GeForce GTX 1650 Ti Laptop

    Nvidia GeForce GTX 960

    vs

    AMD Radeon RX 560

    Nvidia GeForce GTX 1080 Ti

    vs

    Nvidia Tesla T4

    Nvidia GeForce GTX 960

    vs

    Nvidia GeForce MX330

    Nvidia GeForce GTX 9004 vs

    60

    9. 3 /10

    3 reviews of users

    Functions

    Price and quality ratio

    /10

    1 VOTES

    8.3 /10 9000 9.0 /10

    1 Votes

    8.7 /10

    3 Votes

    performance

    10.0 /10

    1 VOTES

    /10

    004 3 Votes

    Fan noise

    10.0 /10

    1 Votes

    8.0 /10

    3 Votes

    Reliability

    10.0 /10 9000

    3 votes

    Performance

    1.GPU clock speed

    1480MHz

    1127MHz

    The graphics processing unit (GPU) has a higher clock speed.

    2.turbo GPU

    1582MHz

    1178MHz

    When the GPU is running below its limits, it can jump to a higher clock speed to increase performance.

    3.pixel rate

    130.2 GPixel/s

    36.1 GPixel/s

    The number of pixels that can be displayed on the screen every second.

    4.flops

    10.6 TFLOPS

    2.31 TFLOPS

    FLOPS is a measure of GPU processing power.

    5.texture size

    332 GTexels/s

    72.1 GTexels/s

    Number of textured pixels that can be displayed on the screen every second.

    6.GPU memory speed

    1376MHz

    1753MHz

    Memory speed is one aspect that determines memory bandwidth.

    7.shading patterns

    Shading units (or stream processors) are small processors in a video card that are responsible for processing various aspects of an image.

    8.textured units (TMUs)

    TMUs accept textured units and bind them to the geometric layout of the 3D scene. More TMUs generally means texture information is processed faster.

    9 ROPs

    ROPs are responsible for some of the final steps of the rendering process, such as writing the final pixel data to memory and for performing other tasks such as anti-aliasing to improve the appearance of graphics.

    Memory

    1.memory effective speed

    11008MHz

    7012MHz

    The effective memory clock frequency is calculated from the memory size and data transfer rate. A higher clock speed can give better performance in games and other applications.

    2.max memory bandwidth

    484GB/s

    112GB/s

    This is the maximum rate at which data can be read from or stored in memory.

    3.VRAM

    VRAM (video RAM) is the dedicated memory of the graphics card. More VRAM usually allows you to run games at higher settings, especially for things like texture resolution.

    4.memory bus width

    352bit

    128bit

    Wider memory bus means it can carry more data per cycle. This is an important factor in memory performance, and therefore the overall performance of the graphics card.

    5. versions of GDDR memory

    Later versions of GDDR memory offer improvements such as higher data transfer rates, which improve performance.

    6. Supports memory debug code

    ✖Nvidia GeForce GTX 1080 Ti

    ✖Nvidia GeForce GTX 960

    Memory debug code can detect and fix data corruption. It is used when necessary to avoid distortion, such as in scientific computing or when starting a server.

    Functions

    1.DirectX version

    DirectX is used in games with a new version that supports better graphics.

    2nd version of OpenGL

    The newer version of OpenGL, the better graphics quality in games.

    OpenCL version 3.

    Some applications use OpenCL to use the power of the graphics processing unit (GPU) for non-graphical computing. Newer versions are more functional and better quality.

    4. Supports multi-monitor technology

    ✔Nvidia GeForce GTX 1080 Ti

    ✔Nvidia GeForce GTX 960

    The video card has the ability to connect multiple screens. This allows you to set up multiple monitors at the same time to create a more immersive gaming experience, such as a wider field of view.

    5. GPU temperature at boot

    Unknown. Help us offer a price. (Nvidia GeForce GTX 1080 Ti)

    Lower boot temperature means the card generates less heat and the cooling system works better.

    6.supports ray tracing

    ✖Nvidia GeForce GTX 1080 Ti

    ✖Nvidia GeForce GTX 960

    Ray tracing is an advanced light rendering technique that provides more realistic lighting, shadows and reflections in games.

    7. Supports 3D

    ✔Nvidia GeForce GTX 1080 Ti

    ✔Nvidia GeForce GTX 960

    Allows you to view in 3D (if you have a 3D screen and glasses).

    8.supports DLSS

    ✖Nvidia GeForce GTX 1080 Ti

    ✖Nvidia GeForce GTX 960

    DLSS (Deep Learning Super Sampling) is an AI based scaling technology. This allows the graphics card to render games at lower resolutions and upscale them to higher resolutions with near-native visual quality and improved performance. DLSS is only available in some games.

    9. PassMark result (G3D)

    Unknown. Help us offer a price. (Nvidia GeForce GTX 1080 Ti)

    This test measures the graphics performance of a graphics card. Source: Pass Mark.

    Ports

    1.has HDMI output

    ✔Nvidia GeForce GTX 1080 Ti

    ✔Nvidia GeForce GTX 960

    Devices with HDMI or mini HDMI ports can stream HD video and audio to the connected display.

    2.HDMI connectors

    Unknown. Help us offer a price. (Nvidia GeForce GTX 960)

    More HDMI connections allow you to connect multiple devices at the same time, such as game consoles and TVs.

    HDMI 3.Version

    HDMI 2.0

    Unknown. Help us offer a price. (Nvidia GeForce GTX 960)

    New versions of HDMI support higher bandwidth, resulting in higher resolutions and frame rates.

    4. DisplayPort outputs

    Allows connection to a display using DisplayPort.

    5.DVI outputs

    Allows connection to a display using DVI.

    6. Mini DisplayPort 9 outputs0003

    Allows you to connect to a display using Mini DisplayPort.

    Price Match

    Cancel

    Which graphics cards are better?

    Video card expiration date or how Nvidia twists drivers — Hardware on DTF

    Nvidia is often accused of lowering the performance of video cards using drivers. Sometimes this can find evidence, but more often when rechecked, they turn out to be untenable. Here I will try to explain how drivers actually slow down.

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    views

    As a benchmark, take the GTX 1080Ti with a theoretical performance of 11.3 teraflops. We will put RTX 2080 with 10 teraflops in competitors. As we can see, their performance is almost the same and even with a slight gain from the GTX 1080Ti, which is confirmed by independent results:

    When the RTX 2080 was released in fall 2018, the card was delivering the same FPS/FPS as the reference GTX 1080Ti in almost all games:

    By the beginning of the year there is no demand for new Turing, the old Pascals have long been sold to miners. Revenue is falling, investors are dissatisfied, capitalization is declining. Something needs to be done.

    Chemistry with performance in old games is dangerous and counterproductive — active citizens can notice this, which will lead to various reputational losses, lawsuits from consumer protection societies and all those who are dissatisfied will simply roll back to the old versions of firewood.

    But here comes the most anticipated game of the year on PC — Red Dead Redemption 2. All that remains to be done is to twist the potential of the direct competitors of the current Turing lineup, i.e. GTX 1060, 1070, 1080, etc. How is this achieved? It’s simple, we load the RTX 2080 in the new game by 100%, and the GTX 1080Ti by 70-80%. We do the same with the rest. We look at the result:

    https://www.techspot.com/review/1939-red-dead-redemption-2-benchmarks/

    All previous generation Nvidia video cards show disgusting results. But why is the GTX 1080Ti even worse than the RTX 2070 Super? Because Nvidia released a promo where it directly stated that the 2070S is better than the 1080Ti, which was studied by a Forbes journalist.

    But after all, users are not fools, poor firewood optimization can be easily noticed through the MSI Afterburner program at a GPU load level below 99%. However, you need to know a small nuance — the more the video card is loaded, the more electricity it consumes, the higher its temperature due to power consumption.

    If in a 2017 game with ultra graphics settings Total War: Warhammer 2 GTX 1080Ti heated up to 68C at 50% fan speed and 99% chip load:

    Back in 2019’s Quake 2 RTX, designed to show off the power of ray tracing, the GTX 1080Ti only reached 64℃ at 35% fan speed and only hit 40FPS at 800×600 (photo by iPhone X):

    Simulating poor optimization is actually very difficult, because you will need to write extra code, and this can lead to various bugs and crashes. It is much easier to simulate a 100% load with an actual 70-80%. And from an underloaded video card, one can already expect low power consumption, as well as temperature.

    Nvidia employees have repeatedly stated that video cards of previous lines are less optimized than the current architecture. This is due to a simple desire to cut costs. Like in this interview:

    Watch from 5:25

    But AMD’s graphics division has a budget several times lower than Nvidia’s. However, every year the once parity between the RX 580 and GTX 1060 is dispelled more and more in favor of the reds. And there are really many such cases, which gave rise to a meme about the carriage from Cinderella to the greens, which turns into a pumpkin and the ugly duckling AMD, which grows up and becomes a beautiful swan.

    I deeply doubt that the quality of red drivers improves in the years following the release of a graphics card. On the contrary, it even falls due to a change in priorities, but compared to Nvidia’s intentional forgery, the result is simply colossal:

    What is left for ordinary users to do in this case? When buying video cards, you need to be aware that you are buying current performance for only an average of two years, before the release of a new line. And although it is officially stated that support for video cards is downloaded in 5-8 years, as was the case with Fermi architecture video cards, in fact, the video card is subject to planned obsolscence much earlier.

    And if Apple justified the slowdown of iPhones by the gradual degradation of the battery, then Nvidia cannot be blamed, because. unlike AMD, it doesn’t even open drivers for legacy graphics cards so they can be supported and studied by the community.

    P.S.: Explanation. Drivers for older games remain unchanged. Drivers for new games are deliberately made in such a way that they do not use video cards of past lines to their full potential. In other words, you bought a new Tesla, in the first year you are allowed to drive 300 km / h, in the second year 280 km, in the third year 250, etc.

    GTI 960

    NVIDIA continues to roll out new 900-series video cards for desktop computers. The second-generation Maxwell graphics architecture is now implemented in the mainstream segment of the new GeForce line of video cards. Following the flagship pioneers GeForce GTX 980 and GeForce GTX 970, which appeared four months ago, the series was replenished with NVIDIA GeForce GTX 960 , introduced to the world on January 22, 2015.

    After the announcement of the first version of Maxwell in February 2014 in the low power GTX 750 and GTX 750 Ti models, the computing world was looking forward to continuing. However, the top-end GeForce GTX 9xx video cards mentioned above became the continuation, as a result of which a “middle class niche” was formed. Realizing this, the green corporation finally decided to fill it with the GeForce GTX 960 model. How successful was this release? Let’s see.

    The video card in this review is based on a graphics core marked GM206, which is almost half the flagship GM204. Logically, the new product replaces the GeForce GTX 760, so let’s first compare the characteristics of these video adapters.

    Battlefield 1

    42fps 54fps
    Watch Dogs 2 23fps 35fps
    FarCry Primal 42fps 47fps
    DOOM 2016 59fps 64fps
    Fallout 4 42fps 50fps
    The Division 37fps 44fps
    Mafia III 20fps 25fps
    GTAV 39fps 64fps
    The Witcher 3: Wild Hunt 27fps 32 fps
    Battlefield 4 55fps 68fps

    *For testing, the following bench configuration was used: Intel Core i5-6600 processor, ASUS Maximus VIII Extreme motherboard, 16 GB G. Skill RAM, Plextor PX-256M6Pro SSD, Corsair AX1500i power supply, Windows 10 operating system ( 64bit). NVIDIA GeForce driver version: 375.95.

    Of course Maxwell — a new graphics architecture, named after a famous mathematician, pleases with its energy efficiency and «coldness». But in our subjective opinion, the release of the GeForce GTX 960 did not bring any special, bright moment. Still, we used to expect that a video card of the same number in the next series should be noticeably faster than its predecessor. In this case, the expectations were not justified. A 128-bit bus and a small amount of video memory do not allow revealing the full potential of the modern GM206. However, this situation allows the gaming graphics market to expect a more powerful version of the GeForce GTX 9 to be released soon.60 with Ti prefix.

    As for the reviewed novelty, it can confidently take its place among compact, economical and quiet systems that do not claim serious gaming ambitions. In this segment, the performance and price of the GeForce GTX 960 will look very good and competitive.

    NVIDIA started GeForce GTX 960 sales on January 22, 2015 at a suggested price of $199. This is a desktop graphics card based on Maxwell architecture and 28 nm manufacturing process, primarily aimed at gamers. It has 4 GB of GDDR5 memory at 7.0 Gb/s, and coupled with a 128-bit interface, this creates a bandwidth of 112 GB / s.

    In terms of compatibility, this is a two-slot PCIe 3.0 x16 card. The length of the reference version is 24.1 cm. An additional 1x 6-pin power cable is required for connection, and the power consumption is 120 watts.

    It provides a weak performance in tests and games at 21.53% of the leader, which is NVIDIA GeForce GTX 1080 SLI (mobile).

    Table of Contents

    Introduction

    A few months ago, the official announcement of a new mid-budget class took place. We were introduced to the latest representative of Nvidia’s new lineup based on the well-established Maxwell architecture (28 nm) — GeForce GTX 960.

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    In this article we will try to consider all the interesting GeForce GTX 960 models that are on sale in Russian retail. As before, the review of models from different manufacturers will go in alphabetical order to avoid confusion.

    Nvidia GeForce GTX 960

    Ultimately, the reference version of the GeForce GTX 960 video card was never presented by Nvidia, which freed the partners for the release of models based on it: the Californian manufacturer presented only the main technical characteristics of the graphics accelerator, from which it is worth starting. Further, the whole initiative passed to the developers.

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    Now we can only guess what the GeForce GTX 960 reference model should have looked like, but there were chances that it would have inherited the look of the GeForce GTX 760, which became a crowd favorite for its good performance-price ratio. And this is a black plastic casing with decorative inserts and a tangential fan located in the head part, the air flow from which, after passing through the radiator, exits through the grille on the rear panel.

    If we turn to the technical specification, Nvidia talks about its video card in general terms, and although it was not presented, even the length and width figures appear. Standard video outputs are poorly described — these are HDMI, DisplayPort and DVI-I.

    The power section is made according to the 4+1 scheme (GPU, Mem). The core power system is implemented on the NCP81174 controller — this is a classic choice for the entire line of GeForce GTX 9xx graphics accelerators. Since it lacks a smart bus, you will have to manage the power through the video card driver. The nominal voltage for all GeForce GTX 960s is set to 1.2 V. A small margin is provided, approximately 0.1 V.

    The video card memory (2 GB in total) is assembled using four 512 MB chips, soldered on both sides of the printed circuit board. Data exchange between the graphics core and memory is carried out via a 128-bit bus. It is for such a small bus width and video memory that the GeForce GTX 9 is most criticized60 and not without reason: despite the high level of performance, in the Full HD category, you have to sacrifice graphics settings to get a smooth picture.

    The GeForce GTX 960 is based on the Nvidia GM206 (Maxwell 2.x) graphics processor in the GM206-300-A1 modification, manufactured using a 28 nm process technology. It consists of 8 active SMX blocks, 1024 CUDA cores and 32 rasterization blocks. The base frequency of the video core is 1127 MHz (Boost up to 1178 MHz) at a voltage of 1.2 V, the memory is 1753 MHz.

    That’s all we wanted to say about the reference model, which never saw the light of day. It’s time to move on to versions of the original design.

    Lineup GeForce GTX 960

    ASUS GeForce GTX 960 Strix

    Description on the manufacturer’s website — link.

    Not so long ago, ASUS introduced to the world a line of ASUS Strix video cards, which included the considered model ASUS GeForce GTX 960 Strix. The novelty boasts not only high-quality performance and factory overclocking, but also an original cooling system with 0dB FAN technology.

    The graphics card is 217 mm long and occupies two expansion slots. As a cooler, a radiator with a longitudinal arrangement of fins is used, with 47 aluminum plates, which are pierced by four heat pipes: central 8 mm and extreme 6 mm. Direct contact technology is used, the only pity is that the graphics processor does not come into contact with all of them.

    The DirectCU II cooling system uses two 74mm fans that turn off when idle. They are manufactured by FirstD, marking FD7010h22S, their characteristics are voltage 12 V, current consumption 0.35 A.

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    As for the power section, it is equipped with a small heatsink that removes heat through a special thermal pad. The entire back of the PCB is covered by a black metal plate.

    PCB ASUS GeForce GTX 960 Strix received a length of only 170 mm, and is very reminiscent of the PCB of its predecessors — ASUS GeForce GTX 670 / GTX 760 DirectCU Mini. Engineers used a high-quality element base that corresponds to the Super Alloy Power proprietary concept — it includes solid capacitors, ferrite core chokes, and tantalum polymer capacitors.

    The video card is equipped with a five-phase (4+1, GPU/Memory) power regulator, which is controlled by a uP1608TK PWM controller manufactured by uPI Semiconductor.

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    In the nominal mode, the frequency of the graphics core has been increased relative to Nvidia recommendations and is 1253 MHz. Given the support for Nvidia GPU Boost 2.0 technology, in turbo mode, the frequency of the GPU averages 1392-1405 MHz. Small changes have also been made to the video memory, which operates at 1800 MHz against the reference 1753 MHz.

    In the automatic blade speed control mode, at maximum load of the graphics core, its temperature was fixed at around 63°C, which is an excellent result.

    However, the rotation speed of the fan impellers was 55% of the maximum — about 1750 rpm. In this mode, the noise level was average: the developers would have to sacrifice a couple of degrees to make the model a little quieter, which would be a good decision.

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    EVGA GeForce GTX 960 SuperSC ACX 2.0+

    Description on the manufacturer’s website — link.

    EVGA also pleased its fans by releasing the GeForce GTX 960 with the updated ACX 2.0+ cooling system. According to the developers, it includes all the most advanced technologies.

    Unlike the video card discussed above, the EVGA GTX 960 SuperSC ACX 2.0+ does not have a particularly interesting design, except for two large fans and a total length of 257 mm.

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    The active part is powered by a pair of turntables from Power Logic company, well known to us, with an impeller diameter of 88 mm. Their marking is PLA09215B12H, declared characteristics: voltage 12 V, current consumption 0.55 А.

    When reviewing the EVGA GeForce GTX 960 SuperSC ACX 2.0+, no similarities with other versions were found, this is another plus for developers. The model uses a high-quality element base, for example, tantalum capacitors and DirectFET type transistors.

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    Worth mentioning is the switch between two BIOS versions — «Slave» and «Master».

    In contrast to the reference design, the developers have taken a step forward and installed a single 8pin auxiliary power connector, which looms good prospects for overclocking.

    The EVGA video card comes with a high factory overclock, as indicated by the SuperSC suffix, which stands for Super SuperClocked. Base core overclock is up to 1279MHz versus 1127 MHz for the reference GeForce GTX 960, in Boost mode — 1342 MHz (at a voltage of 1.206 V) versus 1178 MHz. The memory frequency remained unchanged — 1753 MHz.

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    At the same time, the cooling algorithm is configured so that it allows the GPU to warm up to 60 ° C, after which the fans come into operation.

    In this mode, the GPU temperature can reach 70°C, and the turntables rotate at a speed of 880 rpm. The cooling system remains fairly quiet. GPU 1: NVIDIA GeForce GTX 950M GPU 2: NVIDIA GeForce GTX 960M

    PassMark — G3D Mark GPU 1
    GPU 2
    2647 PassMark — G2D Mark GPU 1 217 Geekbench — OpenCL GPU 1 10036 CompuBench 1. 5 Desktop — Face Detection (mPixels/s) GPU 1 42.396

    54.347
    CompuBench 1.5 Desktop — Ocean Surface Simulation (Frames/s) GPU 1 373.644

    795.237
    CompuBench 1.5 Desktop — T-Rex (Frames/ s) GPU 1 2.54 CompuBench 1.5 Desktop — Video Composition (Frames/s) GPU 1 39.412

    51.847
    CompuBench 1.5 Desktop — Bitcoin Mining (mHash/s) GPU 1 139.158

    174.567
    GFXBench 4.0 — Car Chase Offscreen (Frames) GPU 1 4143 GFXBench 4.0 — Manhattan (Frames) GPU 1 3715 GFXBench 4.0 — T-Rex (Frames) GPU 1 3358 GFXBench 4. 0 — Car Chase Offscreen (Fps) 9 PassMark — G2D Mark 217 243 Geekbench — OpenCL 10036 12194 CompuBench 1.5 Desktop — Face Detection (mPixels/s) 42.396 54.347

    CompuBench 1.5 Desktop — Ocean Surface Simulation (Frames/s)0603

    3.692 CompuBench 1.5 Desktop — Video Composition (Frames/s) 39.412 51.847 CompuBench 1.5 Desktop — Bitcoin Mining (mHash/s) 139.158 174.567 GFXBench 4.0 — Car Chase Offscreen (Frames) 4143 5264 GFXBench 4.0 — Manhattan (Frames) 3715 3714 GFXBench 4.0 — T-Rex (Frames)

    Game performance

    Tested with: Battlefield 3, Battlefield 4, Bioshock Infinite, Crysis 2, Crysis 3, Dirt3, FarCry 3, Hitman: Absolution, Metro: Last Light, Thief, Alien: Isolation, Anno 2070, Counter -Strike: Global Offensive, Diablo III, Dirt Rally, Dragon Age: Inquisition, The Elder Scrolls V: Skyrim, FIFA 15, FIFA 16, GRID Autosport, Grand Theft Auto V, Sleeping Dogs, Tomb Raider, The Witcher 3: Wild Hunt .

    GeForce GTX 960M 960M.

    This video adapter is an entry-level gaming video card. The GM107 graphics core at its base is based on the first generation Maxwell architecture. With a more detailed acquaintance with the characteristics of the novelty, its almost complete similarity with the mobile video card of the previous GeForce GTX 860M series immediately catches the eye. In fact, the GeForce GTX 960M differs from its predecessor only by a slightly increased processor clock speed. Otherwise, everything is identical — the same core, the same number of CUDA cores, the same memory bus, etc.

    In practical use, when compared with the predecessor GTX 860M, we see a performance gain of about 10 percent due to the increased clock speed. If we try to compare the mobile novelty with desktop models, then its performance will be close to the GTX 750 Ti.

    As for running demanding games, you need to understand that this video card does not pretend to high-quality graphics reproduction at maximum settings. However, at medium and sometimes high settings at FullHD resolution, it will be quite comfortable to play. See the game tests below for more details.

    The GeForce GTX 960M is manufacturer-certified for Windows 7 or higher operating systems. The video card supports all key technologies from NVIDIA, such as Optimus, Battery Boost, GPU Boost 2.0, GeForce ShadowPlay, GameWorks, GameStream-Ready and SLI. Support for Microsoft DirectX 12 is also available.

    Specifications (subject to change by manufacturer)0603

    18 fps 24 fps 40 fps 70 fps
    Fortnite 29 fps 38 fps 77 fps 190 fps
    Destiny 2 29 fps 36 fps 49 fps 74 fps
    FIFA 18 102 fps 107 fps 156 fps 198 fps
    Ghost Recon Wildlands 11 fps 25 fps 45 fps 69 fps
    Playerunknown’s Battlegrounds 17 fps 28 fps 41 fps 68 fps
    Battlefield 1 33 fps 38 fps 85 fps 119 fps
    Watch Dogs 2 16 fps 24 fps 53 fps 66 fps
    FIFA 17 96 fps 112 fps 171 fps 193 fps
    Call of Duty: Infinite Warfare 32 fps 41 fps 70 fps 78 fps
    DOOM 2016 28 fps 35 fps 60 fps 73 fps
    FarCry Primal 21 fps 31 fps 42 fps 68 fps
    The Division 19 fps 26 fps 51 fps 70 fps
    Call of Duty: Black Ops 3 28 fps 36 fps 76 fps 116 fps
    Fallout 4 24 fps 32 fps 58 fps 107 fps
    The Witcher 3: Wild Hunt 13 fps 24 fps 53 fps 79 fps
    GTA 5 19 fps 42 fps 98 fps 127 fps
    Battlefield Hardline 32 fps 48 fps 104 fps 150 fps
    Battlefield 4 32 fps 50 fps 110 fps 139 fps
    Far Cry 4 29 fps 37 fps 73 fps 85 fps
    Assassin’s Creed Unity 10 fps 27 fps 38 fps 53 fps
    Evolve 30 fps 36 fps 56 fps 89 fps
    Watch Dogs 16 fps 30 fps 53 fps 65 fps
    Thief 2014 26 fps 39 fps 65 fps 78 fps
    Metro: Last Light 30 fps 44 fps 89 fps 99 fps
    Tomb Raider 2013 49 fps 90 fps 175 fps 290 fps
    Crysis 3 19 fps 32 fps 82 fps 115 fps

    *Depending on the laptop model and configuration, test results may vary.

    • See also GeForce GTX 1060(M) review

    Benchmarks GeForce GTX 960M

    Mining Bitcoin

  • 5% faster texturing speed: 47.04 GTexel / s vs 44.96 GTexel / s
  • 5% faster floating point performance: 1,505 gflops vs 1,439 gflops
  • Approximately 32% faster PassMark — G3D Mark performance: 3489 vs 2647
  • About 12% faster performance in PassMark — G2D Mark: 243 vs 217
  • About 22% more performance in Geekbench — OpenCL: 12194 vs 10036
  • /s) about 28% more: 54.347 vs 42.396
  • CompuBench 1.5 Desktop — Ocean Surface Simulation (Frames/s) 2.1 times better performance: 795.237 vs 373.644
  • Approximately 45% better CompuBench 1.5 Desktop — T-Rex (Frames/s) performance more: 3.692 vs 2.54
  • CompuBench 1.5 Desktop — Video Composition (Frames/s) performance about 32% more: 51.847 vs 39.412
  • CompuBench 1.5 Desktop — Bitcoin Mining (mHash/s) about 25% more more: 174.567 vs 13 54. 347 vs 42.396 CompuBench 1.5 Desktop — Ocean Surface Simulation (Frames/s) 795.237 vs 373.644 CompuBench 1.5 Desktop — T-Rex (Frames/s) 3.692 vs 2.54 CompuBench 1.5 Desktop — Video Composition (Frames/s) 51.847 vs 39.412 CompuBench 1.5 Desktop — Bitcoin Mining (mHash/s) 174.567 vs 139.158 GFXBench 4.0 — Car Chase Offscreen (Frames)

    A lot of games freeze, but in those that he brought, where there are no friezes, they really are not. That’s all. True, I note that I did not install Lenovo Energy Management, because. I have a Lenovo y700. There you can increase the system performance from the factory 60 percent to 100. I’ll say, off. This program is not installed on the site, but it is recommended to download from a third-party. I don’t know if this is the case. Haven’t tried it yet.

    Just try playing cs with fps 60 or 75 and then try playing with fps 250 and you will feel the difference in latency. It’s just a feature of the source engine. On a monitor at 60hz or 75hz in other games, even in the same overwatch at 60-75 fps, depending on the hertz of the monitor, everything goes smoothly and you really won’t notice the difference between 60-75 or 200-250fps. If you don’t have a 144hz monitor). In cs:go it’s just a crooked game engine.

    Tags:1.097 MHz, 2048 MB, GDDR5, GeForce GTX 0 0

    Testing video cards NVIDIA GeForce (from GTX 960 to GTX 1080 TI) in the game F1 2018 24 August 22 year

  • Genre: car simulator
  • Publisher: Codemasters
  • Developer: Codemasters Birmingham
  • Testing the performance of Nvidia GeForce graphics cards in the game F1 2017

    F1 2018 is a multi-platform Formula 1 racing game and is the official video game of this year’s FIA Formula One World Championship. The next part of the racing game, authored by the British studio Codemasters, was released in versions for PC and the current generation of Sony PlayStation 4 and Microsoft Xbox One consoles on August 24, 2018. This game is already the tenth one released in the Formula 1 series under the FIA ​​license. F1 2018 is based on the current season of the most famous racing series and includes 21 circuits, 10 teams and 20 drivers familiar to us from motor racing.

    In the game, you can create your own character and participate in the races of the season as part of any team instead of one of the existing racers. You can choose any team, including the leaders: Mercedes and Ferrari. In career mode, you will not only participate in races, but also qualify and even train during free races. For greater competitiveness, you have to participate in the development of the car and the development of updates throughout the season. Upgrades require completion of tasks in training and good results in races.

    Also in the game there are races on classic Formula 1 cars, of which there are as many as 20 pieces in the game, including McLaren MP4 / 4, Brawn BGP-001, Red Bull RB6 and Ferrari 312 T2 with McLaren M23D from the legendary 1976 season. Based on the technical characteristics of these historical cars, the participants are divided into three classes — in order to make the comparison fair. In addition to a career in the current season, you can create your own championship, consisting of any number of races, by manually setting the distance and weather. There is also a «Champions» section, which uses an unusual format for racing weekends, like races with a reverse grid, etc.

    Among the novelties in F1 2018, we can single out the appearance of the Halo head protection system, which everyone is already used to on broadcasts, more classic racing cars: there were 12 of them, and now there are 20 (alas, there are still no classic tracks in F1 2018), an advanced system for developing updates (the player can independently choose the path of development of the car), the appearance of an interview with a journalist — moreover, the answers to questions affect the player’s career, because you can ruin relations with the team if you constantly scold the shape of the car, and you won’t wait for new contract offers.

    In addition, we note the possibility of flexible control of the ERS hybrid system. The additional 160 horsepower accumulated during braking must be used correctly, setting the desired mode, which is especially useful when attacking and defending a position. The physics of the behavior of fireballs on the track has also changed. The physics model of the game is different from what it was in F1 2017, and this is felt even on the gamepad, and feedback on the steering wheel will give you a better feel for the behavior of the car in different conditions.

    The most important innovation was the appearance of a normal multiplayer mode. Now it makes sense, as past series have had random solo races with rivals, and the online mode in F1 2018 is already similar to the career mode. Alas, the Malaysian Sepang track was removed, in accordance with the 2018 calendar, but the Paul Ricard track appeared in the game, used in the French Grand Prix races.

    The graphics in the game have also changed, although these changes are not so easy to see. The main thing that we tried to do in F1 2018 was to bring the picture closer to the TV broadcast. And now, just like on TV, before the start of the races, they show the official Formula 1 screensaver with new music, David Croft and Anthony Davidson, known from Sky Sports F1 broadcasts, comment on the events. Well, specifically, there have been some changes in the quality of the graphics, this is especially noticeable in the weather effects (including fog) and the change in lighting during the weekend. But the difference is still not too great.

    Like all racing games from Codemasters, F1 2018 uses the in-house EGO engine, known from games such as Colin McRae: Dirt and Race Driver: Grid. Its first version was called Neon, and was developed by Codemasters and Sony Computer Entertainment using the PhyreEngine cross-platform graphics engine. The engine is focused on personal computers running Windows, as well as Xbox and PlayStation game consoles of different generations, depending on its version.

    Since then, EGO has received numerous modifications and improvements, such as support for DirectX 11 in 2009, becoming one of the first engines with such support, EGO versions have increased, and games of the F1 and DiRT series have continued to use it. Almost all games in these series are based on this engine of different versions, and F1 2018 uses the EGO 4.0 version, just like in the project of the previous season. Alas, the transition to using DirectX 12 did not happen either.

    Although the game has improved a bit visually, most of the effects and algorithms used in the game are known to us from the games F1 2015 and F1 2016. Lighting and shading have changed the most since then, as well as improved shadow rendering algorithms and weather effects. But although all this as a whole has clearly changed for the better, they are still far from the ideal and even just the modern level. The engine is morally obsolete, and although it supports some advanced post-processing methods, full-screen post-filtering anti-aliasing and simulated global shading, all this is done by far from the most modern and complex methods.

    The Codemasters engine still lacks support for the new version of the DirectX 12 graphics API, which would reduce the load on the system’s CPU. Although EGO in general does a pretty good job of parallelizing the work on the available cores and CPU threads, as we have already seen, but when using DirectX 11, this is in any case not done perfectly. At low settings at low resolutions, the game often rests on the performance of the CPU — both its individual cores and in general, loading the processor a lot and preventing powerful modern graphics processors from opening up.

    System requirements

    Minimum system requirements:

    • CPU Intel Core i3-2130 or AMD FX-4300 ;
    • RAM 8 GB ;
    • graphics card Nvidia GeForce GT 640 or AMD Radeon HD 7750 ;
    • space on 50 GB drive ;
    • 64-bit operating system Microsoft Windows 7/8/10

    Recommended system requirements:

    • CPU Intel Core i5-8600K or AMD Ryzen 5 2600X ;
    • RAM 8 GB ;
    • graphics card Nvidia GeForce GTX 1060 or AMD Radeon RX 580 ;
    • space on 50 GB drive ;
    • 64-bit operating system Microsoft Windows 7/8/10

    F1 2018 can be played on any modern version of the operating system from Microsoft, starting from Windows 7. Since the game only supports the DirectX 11 graphics API, it is not necessary to use Windows 10 to play the game. The need for 64-bit versions of operating systems has long become familiar to all modern game projects, as this allows you to get away from the 2 GB limit of used RAM per process.

    The game’s hardware requirements are not too high, especially the minimum ones. As the minimum suitable video cards for the game, the models of Radeon HD 7750 and GeForce GT 640 video cards that are far from the most powerful by modern standards are indicated. Already by these requirements, it is clear that the next Formula 1 game has changed little, it is still not too demanding on the configuration of gaming PC at low quality settings.

    But the requirements for the amount of RAM are higher — even just to run the game, you will need at least 8 GB of RAM, which already meets typical modern requirements. There are no requirements for video memory, but 3-4 GB should be enough for the game, especially when it comes to Full HD resolution.

    A central processor is required, starting from Intel Core i3-2130 or AMD FX-4300 — far from the top level among CPUs, and not from modern generations. However, the recommendations already indicate much more powerful Core i5-8600K and AMD Ryzen 5 2600X processors, which is not so often the case even in more advanced graphics games. It seems that the game loads the test processor with work quite decently.

    The recommended graphics card requirements are set to medium — those users who want to play at high graphics settings will need a gaming system with a Radeon RX 580 or GeForce GTX 1060 graphics card, which is really close to reality, according to our observations. In addition, these solutions from AMD and Nvidia are really very close to each other in terms of performance. In general, judging by the recommended requirements of the game, F1 2018 makes quite typical requirements for the power of general-purpose processors and GPUs by modern standards.

    Test configuration and test methodology

    F1 2018 is not included in the marketing and technical programs from AMD and Nvidia. When testing, we used the latest version of the driver for GeForce video cards available at that time — 411.63 WHQL dated 09/19/2018 , which contains optimizations for all recent game projects, including F1 2018.

    Fortunately, the built-in test remained in the game performance that we’ve come to expect from previous Codemasters Formula 1 racing games. While not ideal, with significant differences in test scenes and run-to-run spread, plus bloated running time, even as it is, it will help ordinary users to choose the appropriate settings.

    The built-in performance test tool allows you to select a track and set several parameters such as the number of laps, the weather on the track, and the cameras used for viewing. Alas, this is done in the form of a short race with the control of fireballs using artificial intelligence, so the scene does not repeat each time, and each run will be different from each other. But for our tests, this option is also suitable, the difference in the average frame rate due to the inconsistency of the 3D scene in the benchmark does not exceed a few percent.

    As a test race, we have traditionally chosen the track in Australia, rainy conditions and TV-like cameras. The tracks do not differ too much in terms of system load, but weather conditions seriously affect rendering performance — during a rainy race, the load on the GPU seriously increases, and the frame rate immediately drops. Well, Replay cameras were chosen because with them the load on the system is also higher, and extreme conditions are better for us.

    As a result, in the test conditions we have chosen, various effects are used (post-filters, particle systems, global illumination, etc.), there are a large number of racing cars in the frame, and the resulting frame rate generally corresponds to what is observed with a typical game, and even more — FPS in the case of our test is lower than what will be observed during the game, so the benchmark can be considered as an extreme case:

    After passing the test, information about the received minimum, average and maximum frame rates is displayed. We ran our test with the display of statistics on the use of CPU and GPU resources using the utility MSI Afterburner . The CPU load during testing at medium and maximum settings was about 30% -40% on average. Codemasters has worked on engine optimization in previous games and the CPU cores are loaded with work more or less evenly. Probably, the multi-threaded optimization of Nvidia drivers also affected.

    The graphics processor in our test is loaded with work by 95% -99% when running on a system with a high-level video card at maximum settings (only at the very beginning it was much less), but in the case of medium settings and a powerful video card, the GPU utilization rate drops to values ​​of the order of 85% -90%, so although there is an emphasis on the possibility of the CPU in such conditions, it is definitely not constant.

    F1 2018 appears to have average or above average CPU power requirements and requires at least a dual core multi-threaded Intel Core i3, but a good quad core is better.

    In our tests, we measure not only the average, but also the minimum frame rate, since both the smoothness of the video sequence and the overall comfort for the player depend on it. Based on the average and minimum frame rates from our test, it is quite possible to draw conclusions about the overall comfort of the game. Since this is a racing game, ideally you want a stable 60 FPS, but given the high GPU load on TV cameras, an average 40-45 FPS will be enough, but without falling below 30 FPS. For a dynamic racing game, this is the minimum, because even when the frame rate drops to 25 FPS, it becomes much more difficult to play, control delays grow to uncomfortable.

    In terms of F1 2018’s VRAM usage, at Full HD resolution, 3-4 GB of on-board video cards are usually sufficient for the game, although it can use more memory in such conditions. In the case of higher resolutions at maximum settings, 6 GB of video memory or more is desirable, but the optimal amount of VRAM for this game is still 4 GB, it rarely wants more. The RAM requirements of the game are typical for modern projects, the total memory consumption of the game is 8 GB, which is really a reasonable minimum.

    Effect of settings on performance and quality

    Graphic settings in the game F1 2018 are changed in the in-game menu, which can also be called directly during the gameplay. Changing almost all graphics settings takes effect immediately and does not require restarting the game, so adjusting the rendering quality in this game is quite convenient, immediately evaluating the changes visually.

    In the Video Mode submenu, you can select the video adapter and monitor, change the screen resolution, refresh rate, aspect ratio, display options (full screen or windowed mode), enable or disable v-sync and HDR mode (if an appropriate monitor is connected), select the full screen level anti-aliasing from a couple of methods, as well as adjust the level of anisotropic filtering for textures. Everything is standard here.

    But the game also has an additional menu of advanced image quality settings Advanced Setup , where you can find more than a dozen detailed parameters, as well as select a preset settings profile. In our further work, we used the profiles Medium (medium settings), High (high settings) and maximum settings — Ultra High, bringing the Ambient Occlusion and SSRT Shadows parameters to their maximum values.

    Medium settings
    High settings
    Maximum settings

    As always, it’s best to adjust rendering quality and final performance to your own personal requirements, based on your own feelings. The influence of some parameters on the resulting rendering quality in the game is not always noticeable, especially on screenshots. From the videos, it’s a little easier to notice the different rendering quality corresponding to the different levels of graphics settings, but it’s also not very easy.

    The medium settings profile differs from the maximum quality mode with lower resolution textures, simpler lighting and shading, lower quality or missing some effects, etc. , but the difference is not striking, although it is present. Moreover, full-screen anti-aliasing in the game is enabled for all quality profiles separately, and uses post-processing that is not demanding on GPU power. That is why we used the highest quality TAA method for all settings.

    Medium (Medium) settings Maximum (Maximum) settings

    Let’s take a quick look at the most important of the rendering quality settings available in the F1 2018 game menu. We tested these settings on a test system with a GeForce GTX 1080 Ti video card at 1920× 1080 with the highest quality profile best suited to this GPU. By changing the parameters down, we determined how much the performance increases in this case — this approach allows you to quickly find the quality parameters that most noticeably affect the average frame rate.

    And now we will only talk about those graphics settings that significantly affect the overall performance, since changing a large number of them causes a slight rendering speed. Unsurprisingly, the choice of screen resolution has the greatest impact on FPS, but the choice of full-screen anti-aliasing method in F1 2018 does not affect rendering speed too much, so it’s best to leave it enabled.

    The game offers a poor set of post-processing algorithms with two variants of the TAA method, which also uses a time component, which helps to remove some of the motion-related artifacts (bleeding and pixel flicker). Anti-aliasing in the game works well, although some of the edges are not perfectly smoothed, and the addition of a temporary component may not be to some people’s liking due to too much blurring of the image. But the choice of anti-aliasing method affects performance very little — the difference between disabled anti-aliasing and the highest quality TAA method in our case was only 5% -7%, which is not very much.

    Changing the texture filtering quality with Anisotropic Filtering on modern systems has almost no effect on the final speed, in the case of the GeForce GTX 1080 Ti we got only a couple of additional FPS. And since the quality of texture filtering has a very strong effect on the rendered image in general, and on the surface of the track in particular, we would highly recommend not changing this setting in the game, immediately setting it to the maximum possible value of 16x.

    One of the most GPU-demanding parameters in the game is Vehicle Reflections , which is responsible for the quality of realistic reflections on racing cars, which, although important in terms of the visual component, are not at all necessary for a game during which the user feels uncomfortable it’s easy to notice the realism of the reflections on the fireballs. In our test, lowering the setting to Ultra Low resulted in a significant 15%-20% increase in frame rate! So owners of weak systems should pay attention to this setting.

    Changing the Mirrors parameter, which controls the quality of image rendering in rear-view mirrors, also significantly affects the rendering speed. Reducing the image quality in mirrors from maximum to minimum can bring an increase in FPS by 5%. True, although lowering this setting increases the rendering speed, it should be changed only if there is a clear lack of speed, since it directly affects the gameplay — when defending a position in mirrors, it is desirable to see opponents as best as possible. But with a lack of smooth rendering, this setting can be lowered.

    Let’s note a few more settings, the change of which more or less significantly affects the frame rate: Weather Effects and Particles , which change the quality of weather effects and effects involving particles such as water spray from under the wheels. Reducing these settings to the lowest possible level (to Low and Off, respectively) results in a 5%-6% increase in frame rate, which can give an additional increase in smoothness if there is a lack of comfort.

    Another graphic setting — SSRT Shadows , which has a noticeable effect on rendering speed, is a modern technique for rendering shadows for screen-space reflections. It affects the quality of rendering and is demanding on GPU power, so it is suitable only for sufficiently powerful video cards and is disabled in all built-in profiles. In the case of the F1 2018 game, the difference between disabled and enabled modes on the GeForce GTX 1080 Ti was about 5%, which is not so small with a lack of smoothness.

    All other game settings cause average frame rate increase by 1%-3%, including hypothetically demanding ones Screen Space Reflections and Post Process . Therefore, in order to get a noticeable increase in speed from their change, it is required to change several parameters at once. Therefore, to begin with, we advise you to set the High profile for systems with modern mid-range GPUs, and for top models, you can immediately select the maximum settings. After that, you should run the built-in benchmark and determine how smoothly the frames are rendered. If the frame rate is not enough, then first of all change the Vehicle Reflections and Mirrors settings. If this is still not enough, then you will have to reduce the quality of weather effects and particles.

    Benchmarking

    We tested the performance of six Zotac video cards based on Nvidia GPUs in different price ranges and GPU generations from the California-based company. When testing, the three most common screen resolutions were used: 1920×1080, 2560×1440 and 3840×2160, as well as three settings profiles: medium, high and maximum (Medium, High and Maximum).

    We do not consider settings below average, since even the weakest video card of our comparison GeForce GTX 960 handles them well, especially in Full HD resolution. Traditionally, for the materials of our site, we also check the maximum quality mode, as the most popular setting option among gaming enthusiasts. First, let’s check out the most popular Full HD resolution at medium quality settings.

    Resolution 1920×1080 (Full HD)

    Under such simple conditions, all GeForce graphics cards were able to manage comfortably, and most of them were close to the fact that the frame rate did not fall below 60 FPS. Even the younger model of the previous generation in the form of GeForce GTX 960 at medium graphics settings and Full HD resolution showed 56 FPS on average with frame rate drops of at least 31 FPS, and this is in a very demanding test, and playing is usually even more comfortable.

    That is to say, even the junior GPU of our comparison will provide very good smoothness in real gameplay. All other video cards are much more powerful, and therefore in such simple conditions they show 85-150 FPS on average. The top-of-the-line GeForce GTX 1080 Ti delivers maximum fluidity even on gaming monitors with very high refresh rates.

    The transition from medium to high settings did not lead to a very large drop in performance, and therefore the relatively weak GeForce GTX 960 still keeps at the minimum level of comfort, showing a frame rate of 50 FPS on average with a minimum of at least 29 FPS — this is quite enough for the bulk undemanding players. Perhaps someone wants to lower a couple of settings to an average level, perhaps.

    Enthusiasts would be better off with more powerful graphics cards that showed comfortable performance with an average frame rate of over 60 FPS. Even with three mid-range graphics cards dropping framerates below that bar to 46-49FPS, this is due to the exactingness of the benchmark settings we set. In a real game, it is unlikely that you will need to lower the graphic settings. Older GPUs cope with this task, showing more than 100 FPS on average. Moving on to the highest possible quality:

    But the maximum graphics settings in F1 2018 crippled the performance of the GeForce GTX 960 below the minimum allowable threshold. Playing with 33 FPS on average when the frame rate drops to 19 FPS is almost impossible. The average-powered GPUs from our comparison showed just comfortable playability, not dropping below 51-55 FPS in average frame rate with a minimum value of 34-35 FPS, which is normal for video cards of this level.

    With the highest possible rendering quality, the top model of the previous generation of Pascal is able to provide perfect smoothness on gaming monitors with a refresh rate of 60-75 Hz. Even the GeForce GTX 1070 sometimes drops to 45 FPS, showing 72 FPS on average, but this is only true for a very demanding benchmark using TV-style replay cameras, when playing with a view from the car or behind-the-top, this almost never happens.

    Resolution 2560×1440 (WQHD)

    When the rendering resolution is set to 2560×1440 pixels, the load on the GPU increases noticeably, and the junior model GeForce GTX 960 in these conditions does not cope with the task of providing minimal comfort at all: 39 FPS on average with a minimum of 23 FPS in our test — this is no longer enough for a smooth game even with our benchmark being more demanding than a typical game.

    The other video cards from Zotac provided more than minimal comfort in such conditions. The most powerful GeForce GTX 1080 Ti still shows even more than 120 FPS on average, and even the GeForce GTX 1070 hardly drops beyond 60 FPS. GTX 970 with a pair of GTX 1060s fell behind them, but they all hit 41-42 FPS at least, which means very good smoothness and comfort when playing. The difference between the GTX 1060 models is small and is due to the characteristics of the applied GPU modifications.

    When switching to high settings, there is a clear drop in performance, and the frame rate of the younger GeForce GTX 960 is not enough in such conditions: the average frame rate of 34 FPS with a minimum of 21 FPS is critically low, users of such GPUs will have to lower the settings even below the average level , and it would be even better to choose Full HD resolution.

    Three averages (both GeForce GTX 1060 and GTX 970) at high settings at this resolution provide just a sufficient level of performance — an average of 53-58 FPS with a minimum frame rate of 35-37 FPS, which is quite enough for good comfort. The power of the GTX 1070 GPU is enough to maintain a frame rate of 77 FPS at drops to 50 FPS, but the most powerful GPU was able to show performance without drops below 60 FPS even in a difficult test. Most likely, even users of gaming monitors with a refresh rate of 75-100 Hz will be satisfied.

    2560×1440 resolution at the highest possible graphics quality in F1 2018 poses a much more difficult task to ensure even minimal comfort. What only two top solutions can handle. Mid-range video cards that have shown an average performance of 36-41 FPS with at least 21-24 FPS will not let you play with sufficient comfort. Therefore, it will be better to lower a few graphics settings to just high.

    Fans of stable 60 FPS will need a GeForce GTX 1080 Ti level GPU. It’s the only card that does the job, dropping below 60 FPS very rarely in our ultra-demanding test, with 79FPS on average. This will be enough even for demanding players. But the GeForce GTX 1070 is already rather weak for them. This GPU model achieved an average frame rate of 56 FPS with no drops below 33 FPS. Comfort is not the maximum, but not the minimum.

    Resolution 3840×2160 (4K)

    The requirements for fillrate (fillrate) when choosing a 4K resolution increase fourfold compared to Full HD, so most of the presented Zotac video cards cannot cope with the task of providing even a minimum of smoothness in such conditions. and 34-39FPS on average from «middling» when the frame rate drops to 24-27 FPS is not enough for decent comfort in a racing game, even taking into account the lower demands of the gameplay compared to our test conditions.

    So 4K resolution in this game is suitable only for the most powerful GPUs. At least the GeForce GTX 1070, which showed the result at a decent comfortable level with 55 FPS on average and falls below 37 FPS. It’s not a stable 60 FPS, but not bad either. And constant 60 FPS, at least in the test, is not provided even by the top-end GPU of the GeForce GTX 1080 Ti level! But this video card showed 82 FPS on average with a minimum value of 47 FPS, which in a normal game will be quite enough for demanding players.

    At high settings and 4K resolution, the GeForce GTX 1070 still provides the minimum sufficient level of performance, showing 50 FPS on average at 34 FPS at least, but demanding players with high-resolution monitors are better off with the top GeForce GTX 1080 Ti, which showed 68 FPS on average in the absence of frame rate drops below 41 FPS, a relatively good result.

    Less powerful GPUs can’t handle these conditions, the weakest GTX 9We have not considered 60 for a long time, and the trinity of middle peasants in some places reached 31-35 FPS on average, but there were drawdowns up to 20 FPS, which is unacceptable for a car simulator that requires minimal delays between pressing the control buttons and the action on the screen. It is curious that only the maximum resolution revealed the lack of 3 GB of video memory in the younger GTX 1060 model (and 3.5 GB in the GTX 970) — the speed difference between the two video card models with different VRAM sizes has clearly increased.

    The most difficult comparison conditions simply make the most severe demands on the power of graphic processors and are also quite demanding on the amount of video memory. The older model GeForce GTX 1080 Ti was able to show only the minimum comfortable 55 FPS on average with the minimum 30 FPS in these difficult conditions. At this rendering speed, it will be pleasant to play, but it is far from stable 60 FPS. The GeForce GTX 1070 did not even reach the minimum, showing 36 FPS on average with falls below 20 FPS, which is unacceptable. Owners of even such relatively powerful GPUs will already need to lower the graphics quality settings.

    And our average players provided only 20-26 FPS on average, and they are simply not suitable for 4K resolution, not to mention the GeForce GTX 960. So, it seems that F1 2018 is not the most demanding game in 4K resolution and high quality settings turned out to be available only to wealthy enthusiasts. The rest will be forced to reduce the rendering resolution and quality, using our recommendations.

    Conclusion

    In terms of graphics quality and technology, F1 2018 performed ambiguously, like previous games in the series. It looks good on screenshots specially prepared by the developers, and the car models in the game are perfectly detailed and have good textures, some popular post-processing algorithms are used in rendering, but… the engine and the game as a whole still look outdated and not technologically advanced enough.

    In the visual part of the game there are many other positive aspects, such as weather effects (splashes, puddles, dust, smoke, etc.), but the same lighting, even with Ambient Occlusion, is stuck almost in the last century. In addition, despite the good use of the capabilities of multi-core processors, the problems of the DX11 engine in the form of high processor dependence still remain. The EGO engine, even in the latest version, clearly does not belong to the list of technological leaders.

    On the other hand, F1 2018, like its predecessors on the EGO engine, is not overly demanding on GPU power at medium and high graphics settings and Full HD resolution. Even such an ancient and not very powerful solution as the GeForce GTX 9 copes with these conditions.60 for playable frame rates even at high settings. But the performance of the game we are considering today is extremely dependent on the resolution, and even in WQHD resolution, players will need solutions like the GeForce GTX 1060 or top-end video cards of previous generations that provide a fairly high smoothness of the video sequence in the game.

    And the most demanding gamers who have monitors with 4K resolution will need a GPU level at least GeForce GTX 1070, and even better — GTX 1080 Ti. Only these video cards are able to show not even a stable 60 FPS in all conditions, but just a comfortable game. The frame rate in the game is highly dependent on resolution and graphic settings, and when set to the maximum values, F1 2018 is able to seriously load even top-end GPUs. So the developer’s recommendation in the form of the GeForce GTX 1060 is certainly not overstated.

    As for the processor dependence of the game, everything is average here — it needs a quad-core processor of at least an average level. The game imposes considerable requirements on the CPU, although the test 8-core processor was not too busy during the game — thanks to good multi-threaded optimization, when almost all processor cores receive part of the overall work.

    Requirements for the amount of RAM and video memory for modern games are also average — the game needs from 8 GB of system memory, and 3-4 GB of video memory is enough.