Both of the GTX 780 Ti(s) we got here are fabulous pieces of gaming hardware, able to slice through benchmarks and games like a hot knife through butter. But, there has to be a winner and that my friends is not an easy task to do since both cards has their own market segments regardless of their similar chips under the hood. Lemme tell you why.
Let's start with the official PC hardware recommendations from Sony. The company provides five potential configurations, spanning the gamut from 720p at minimum settings for weaker PCs and topping out at 4K and maxed out settings, including ray tracing, for those packing some serious hardware.
Gtx 780 Ti Sli Benchmarks 1080p Vs 720p
Let's run through the settings on an AMD and Nvidia GPU next, to see which options affect performance and image quality the most. We've tested at 1080p and maxed out settings, except we didn't enable ray-traced reflections and we turned off chromatic aberration because it blurs the outside areas of the screen (and looks like crap, IMO). Then we'll go through each setting and drop it to the minimum value, and enable ray tracing and chromatic aberration on those two settings. We've also tested the five presets: very high, high, medium, low, and very low.
Some may feel otherwise, but the addition of keyboard and mouse support in Spider-Man Remastered's PC port is great. Swinging around the city, I at least wouldn't know from the feel of things that this is a console port. It's too bad it took Sony four years to get around to making this happen, but this is undoubtedly the definitive edition, particularly if you have a potent PC and can run it with all the bells and whistles enabled. Hopefully, Sony will bring the Miles Morales sequel to PC sooner rather than later.Make no mistake, the ray-traced reflections are very demanding of your GPU, but they do look better. You can definitely play without them, and you might not notice they're missing. But there are plenty of times where the screen space reflections just look wrong once you've played with RT enabled.Overall, however, even with maxed-out settings, Spider-Man Remastered runs quite well. The RTX 2060 for example is eminently playable at 1080p, particularly with DLSS or FSR 2.0 enabled. AMD RX 6000-series owners can also handle 1080p on cards as low as the RX 6600, once you turn on FSR 2.0, though RX 6500 XT or RX 6400 owners will probably want to play without ray tracing enabled. Turn off ray tracing and run at medium settings and just about any dedicated graphics card should easily break 30 fps, and often 60 fps.It's also exciting to see a new major game launching with both DLSS and FSR 2.0 support out of the box. Nvidia has sent out some PR blasts talking about the DLSS support, which in the past has usually meant a game wouldn't get FSR support until later, if ever. That means anyone and everyone that plays Spider-Man Remastered will have a good upscaling option available. We'd still use DLSS if you have an RTX card, but at least AMD users and Nvidia GTX owners won't get left out in the cold.
Earlier this week we benchmarked Doom Eternal extensively, but only using modern GPUs. Seeing that the game keeps receiving praises we decided to go further and test it on a more ample number of graphics cards. This time we have a little over 40 GPUs tested at 1080p using the low quality preset, with and without dynamic resolution scaling.
Techspot published an article that compared eight GPUs across six, high-end dies in NVIDIA's last four architectures: Fermi to Pascal. Average frame rates were listed across nine games, each measured at three resolutions:1366768 (720p HD), 19201080 (1080p FHD), and 25601600 (1440p QHD).
- His i7-4850HQ + [email protected] performance sees 3dmark results placing him on top of the leaderboard for all except the 3dmk11 result. Another highly OCed GTX780 just slightly outbenchmarks him there. It should be noted that squinks' Win8.1 implementation 3dmark results will be lower than the Win7 comparative ones.
@squinks I have a mid 2014 Macbook Pro 15" 2.8GHz (4.0Ghz Turbo Boost) 16GB Ram GT 750M 1TB PCI SSD + (External GPU) GTX 780 Ti SC + Sonnet Thunderbolt 2 III-D Chassis. Im getting the same +/- scores as you with and without external PSU (Corsair RM 550). So my question is do I really need lug around my 550 Watt PSU when clearly its not a factor in stability or benchmarks? Will or can I damage the GTX 780 Ti by not using the external PSU?
While the next generation of consoles are finally set to deliver 1080p gaming to the masses, the consumer electronics industry is rapidly gearing up for a full-scale push towards 4K - the next standard in high definition viewing. 4K, or 3840x2160 Ultra High Definition as it is officially called, delivers four times the resolution contained in the current standard of 1080p, approaching the maximum amount of video information resolved in a high-quality 35mm film print. The result is not only the potential for a staggering increase in detail, but also a smoother image and the complete elimination of the screen door effect visible when sitting closely to large HDTVs and PC monitors.
The Asus PQ321Q is one of the first desktop displays capable of displaying a full 3840x2160p signal at 60Hz, either via DisplayPort or using dual HDMI 1.4 connections. Up until now, previous 4K displays have been pegged at a mediocre 30Hz refresh, as we found in our first feature on gaming with the new ultra HD standard. At 32 inches the PQ321Q is well below the recommended screen size for use with 4K material, but the modest nature of the display does yield other advantages: sporting 140 pixels per inch (PPI), any hint of screen door effect should be practically invisible compared to 1080p at similar viewing distances, with the extra pixel fill leading to a tangible increase in image clarity.
While the panel itself features a full 3840x2160 resolution, the PQ321Q is a tiled display, meaning that the screen displays two separate 1920x2160 images side-by-side in order to generate a full 4K picture. This explains how Asus has managed to break the 4K 30Hz barrier - by effectively running two lower bandwidth images side-by-side. Tiling is achieved via a single DisplayPort lead, but it does cause some problems - specifically extremely limited support for other resolutions in this Multi-Stream Transport mode. Indeed, even if MST is disabled and a standard dual-link DVI connection is used, support for staple resolutions like 2560x1440 appears to be absent, with 1080p just about the only other viable standard resolution.
"Just like HD before it, 4K adoption will be driven by video games support. However, running 4x1080p resolution at 60 frames per second requires a vast amount of GPU power - twin GTX 780s in SLI if you want to maintain high settings."
Moving closer to distances more common when using a desktop PC monitor - in this case roughly two and a half screen heights away - and the differences between native 1080p and 4K become far more apparent. In titles that utilise extreme high resolution textures - such as Crysis 3 - the sheer amount of detail is staggering, with small nuances in the artwork fleshed out to a degree not seen when running the game at lower resolutions. Inevitably, not every aspect of a game's rendering pipeline will be geared towards such a high-resolution output, and the extra pixel precision can also bring to your attention some of the lower quality assets in use through some of today's most visually accomplished titles. The additional pixel fill also helps to lend a more three-dimensional look to normal mapped surfaces, and on the whole the increased level of clarity makes playing games more like looking through a window to another world than a finely constructed digital screen door. In that respect, the likes of BioShock Infinite and Tomb Raider are a joy to behold.
That said, image quality is still highly important when running games in 4K, and despite the small size of the pixels and the smooth-looking picture they generate, jaggies are still easily discernible on edges that lack anti-aliasing. Pixel-popping artifacts and shimmering caused by the bog-standard FXAA solution are both reduced over playing in 1080p on a native display, but not entirely. The use of low levels of MSAA benefits the image by smoothing over the more affected parts of the scene, but at 4K there's less of a need to excessively ramp up the use of multi-sampling if a game's post-process AA solution doesn't provide as much coverage as expected. MSAA is an absolute performance killer - especially so at 4K - and we fully expect improved post-processing techniques to replace it entirely.
In truth, it needs to. Take a look at our GTX Titan or GTX 780 reviews - both of which feature 4K benchmarks with everything maxed out. Ultra HD makes mincemeat of a typical benchmarking suite exactly because ramping up settings to the max utilises ever increasing amounts of the silicon for ever decreasing visual returns. MSAA is a part of that, but quality presets themselves are another. A single card struggles to get anything close to 30fps. Realistic anti-aliasing and quality settings could see you hit something approaching 60fps on older, or GPU-light games, but realistically you're looking at two high-end graphics cards running in parallel to deliver something approaching the complete experience - and even here, you should not expect to be running with high levels of multi-sampling.
We'll be running an article more closely focused on just what it takes to achieve 4K at 60fps soon, but in the meantime, we ran some quick benchmarks using two GTX 780s in SLI - our aim was to make the most of the 60Hz refresh and aim to get as close to full frame-rate gaming as we could. As you can see from the various runs, this requires compromise on quality, anti-aliasing - or both. Only BioShock Infinite and Tomb Raider could hit ultra settings and offer an average frame-rate close to 60fps, the key word there being "average". In truth to give a locked 60fps, you need a fair bit more leeway to ensure a consistent experience. Note how adjusting individual tweakables can result in mammoth performance gains - like Metro 2033's depth of field effect, for example. 2ff7e9595c
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