Digital Foundry: Nvidia GeForce GTX 970 Revisited

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    “They just put up this article stressing the 970, 980 and original Titan through various games testing out the memory situation on the 970.”

    To actually get game-breaking stutter that does show a clear difference between the GTX 970 and the higher-end GTX 980 required extraordinary measures on our part. We ran two cards in SLI – in order to remove the compute bottleneck as much as possible – then we ran Assassin’s Creed Unity on ultra high settings at 1440p, with 4x MSAA. As you can see in the video at the top of this page, this produces very noticeable stutter that isn’t as pronounced on the GTX 980. But we’re really pushing matters here, effectively hobbling our frame-rate for a relatively small image quality boost. Post-process FXAA gives you something close to a locked 1440p60 presentation on this game in high-end SLI configurations – and it looks sensational.


    Finding intrusive stutter elsewhere was equally difficult, but we managed it – albeit with extreme settings that neither we – nor the developer of the game in question – would recommend. Running Shadows of Mordor at ultra settings at 1440p, while downscaling from an internal 4K resolution with ultra textures engaged, showed a clear difference between the GTX 970 and the GTX 980 – something which must be caused by the different memory set-ups. To be honest, this produced a sub-optimal experience on both cards, but there were areas that saw noticeable stutter on the 970 that were far less of an issue on the 980. But the fact is that the developer doesn’t recommend ultra textures on anything other than a 6GB card – at 1080p no less. Dropping down to the recommended high level textures eliminates the stutter and produces a decent experience.

    “They play games that use 3.5 VRAM and more and the 970 doesn’t stutter any more than the 980. They said that the driver intelligently offloads less important assets to the .5 pool to not impact game-play.”


    i hear a 980Ti is on they way now

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