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Written by Olin Coles   
Tuesday, 03 June 2008
Table of Contents: Page Index
Foxconn GeForce 9800 GTX OC 512MB Video Card
GeForce 9800 GTX Features
NVIDIA Hybrid Technology
9800GTX-512N Specifications
GeForce 9800 GTX Closer Look
Foxconn 9800 GTX Detailed Features
Video Card Testing Methodology
3DMark06 Benchmarks
Crysis Benchmarks
Lightsmark Frame Rates
SupComm: Forged Alliance Results
World in Conflict Benchmarks
Foxware Overclocking Utility
9800 GTX Power and Temps
GeForce 9800 GTX Final Thoughts
Foxconn 9800GTX-512N Conclusion

Lightsmark Frame Rates

Stepan Hrbek is the mastermind behind Lightmark 2007, a program that allows you to benchmark real-time global illumination. Natural lighting makes artificial graphics life-like and real. Computers get faster, but rendering more polygons doesn't add value if lighting still looks faked, so insiders know that the next big thing is proper lighting; aka Realtime Global Illumination.

Typical workloads in real-time rendering will shift, and Lightsmark simulates it. Global Illumination renders often take hours, so is your computer fast enough for real-time?

Before Lightsmark, real-time global illumination was limited to small scenes, small resolutions, small speeds, specially crafted scenes with handmade optimizations. Lightsmark breaks all limits at once, running in reasonably sized scene (220000 triangles) in high resolutions at excellent speed.

At the ultra-low resolution of 1024x768, Lightsmark allows each GPU to open up performance full-throttle. Not surprisingly, both video cards with a 1 GB video frame buffer (9600 GT and 9800 GX2) suffer from an extended memory address in this speed-critical test.


Lighting is computed fully automatically in an original unmodified scene from 2007 game World of Padman. This benchmark is not tweaked for Lightsmark, and contains all sorts of geometrical difficulties with extra rooms hidden below the floor.

This scene places medium to low demands on a graphics card processor and tests the maximum speed with which the scene can be properly displayed at each resolution. At the lower resolution, the large frame buffer does not come to offer the same benefits. A larger video memory means a longer round-trip for information, and when the resolution is low that trip needs to be completed very quickly.

This is our first evidence that matching the video card to the rest of your hardware is just as important as matching it to the task. Notice from this test that Lightsmark doesn't favor the goliath Gigabyte GeForce 9800 GX2, or the Palit GeForce 9600 GT 1GB Sonic graphic card. In fact, our GeForce 9800 GX2 was outperformed in every single Lightsmark test by the snappy AMP!'ed 8800, as well as the featured Foxconn GeForce 9800 GTX Standard OC Edition.


With Crysis tested at 1600x1200, the frame buffer was not as critical as raw processing power. It helped, but obviously it didn't make a margin of difference. In Lightsmark, information is passed through the buffer and called on very quickly, and the only thing which was going to benefit this test was the appropriate ratio of Stream Processors to vRAM to keep up with demands. In terms of performance, this test offers very short but taxing graphics, and only the most nimble products with capable muscle can take advantage. This translates into trouble for anyone using new graphics hardware to render older (OpenGL) video games such as Doom 3 or Quake 4.


After all of the Lightsmark tests were complete, I'm sure these results aren't going to indicate anything particular to most readers. As I mentioned before, the frame buffer has a whole lot to do with the speed of rendering. The larger the frame buffer, the longer it will take to complete the strobe of information. Lightsmark is meant to represent that collection of older games, which some of you might still be playing. So keep this in mind as you're shopping for a new video card.

In the next section we change gears and test to compare our group of video cards in Supreme Commander.


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