Our Testing Procedures
Batman Arkham Asylum (built-in benchmark; 1920 x 1080; Multi Sample AA 16XQ; Detail Level: Very High; Bloom: Yes; Dynamic Shadows: Yes; Motion Blur: Yes; Distortion: Yes; Fog Volumes: Yes; Spherical Harmonic Lighting: Yes; Ambient Occlusion: Yes; PhysX: Off)
F1 2011 (built-in benchmark; 1920 x 1080; Multi Sample AA 4x; Vsync: Off; DirectX: 11; Shadows: Ultra; Particles: High; Crowd: High; Drivers: Ultra; Distant Vehicles: Ultra; Objects: Ultra; Trees: Ultra; Vehicle Reflections: Ultra; Post Process: Ultra; Skidmarks: On; Cloth: High)
Super Street Fighter Arcade Edition (built-in benchmark; 1920 x 1080; Multi Sample AA: C16xQ; Vsync: Off;Filtering: 16x; Model Quality: High; Stage Quality: High; Soft Shadow: Extreme; Self Shadow: High; Motion Blur: High; Particles: High; Extra Effect: Off)
Dirt 3 (192x1080 - 4xMSAA - high settings, in-game benchmark)
Metro 2033 DX11 (built-in benchmark, 1920 x 1080; DirectX: DirectX 11; Quality: Very High; Antialiasing: MSAA 4X; Texture filtering: AF 4X; Advanced PhysX: Enabled; Tessellation: Enabled; DOF: Disabled)
Metro 2033 DX10 (built-in benchmark, 1920 x 1080; DirectX: DirectX 10; Quality: Very High; Antialiasing: MSAA 4X; Texture filtering: AF 4X; Advanced PhysX: Enabled; Tessellation: Enabled; DOF: Disabled)
Total War: Shogun 2 Direct X11 Benchmark High setting
Crysis 2 Using Adrenaline Crysis 2 benchmark two runs. The first set of runs set to ultra-settings, 1080p, 4x Anti-Aliasing, DX11, Laplace Edge Detection Edge AA, on the Times Square map, with hi res textures turned on. The second benchmark set to Xtreme at 1080p, no AA, DX9, Edge Blur, Hi-Res Textures turned off on the Times Square Map.
Battlefield 3 Using Fraps with the game set to Ultra settings with 4x MSAA Antialiasing Deferred, 16X Anisotropic Filter, at 1920x1080.
Sniper V2 Elite 1920 x 1080 resolution, graphics detail set to ultra
Dirt Showdown 1920 x 1080 resolution, 4x MSAA multisampling, vsync off, Shadows: ultra; Post Process: High; Night Lighting: High; Vehicle Reflections: Ultra; Ambient Occlusion: Ultra; Water: high; Objects: Ultra; Trees: Ultra; Crowd: Ultra; Ground Cover: High.
Synthetic Benchmarks For video cards our synthetic benchmarks are limited to 3DMark Vantage and 3DMark Vantage 2011. 3DMark Vantage is run with PPU turned off with results from both the performance and high settings. In 3DMark Vantage 2011 we run both performance and extreme benchmarks
Unreal Heaven Benchmark DX11 (API: DirectX11; Tessellation: Disabled; Shaders: High; Anisotropy: Off; Stereo 3D: Disabled; Multi Monitor: Unchecked; Anti-aliasing: 8x; Full Screen: Checked; Resolution: 1920 x 1080)
FurMark We use Furmark to push the video card to the limit and test its cooling performance. Keep in mind that FurMark pushes cards well beyond what they would ever do in game. Our tests are done using the built in 1080p benchmark. All testing is done with a room temperature of 70 degrees.
Today, around six and a half months after the launch of the first Kepler-based GPU from Nvidia, we have the final piece to the 600 series product line. Just under a month ago we took a look at the GTX 660, and a month before that the GTX 660 Ti. Along with the GTX 660, Nvidia introduced the GTX 650. With the focus being on the GTX 660, there were only a few reviews of the GTX 650 to be found. Today we are going to take a look at the card that fits right in between the GTX 660 and the GTX 650, the GTX 650 Ti. With a price point just between the $109 of the GTX 650 and the $229 of the GTX 660, Nvidia is hoping to bring in people looking for decent performance that don’t have it in their budget to throw down over $200 for a single component. Let’s take a closer look.