Methodology: heat tests
The Smart Access Memory feature is far from perfect. And although it is a useful technology overall, it also proves to be very unstable. What was true today may not tomorrow, and an in-depth analysis shows all those patches. On the one hand, those that eliminate the biggest problems that no one boasts about, and on the other hand, those that raise average performance in small steps.
Methodology: heat tests
We’re also bringing you heat tests. You are at HWCooling after all. However, in order to make it sensible at all to monitor temperatures on critical components not only of the graphics card, but anything in the computer, it is important to simulate a real computer case environment with healthy air circulation. The overall behavior of the graphics card as such then follows from this. In many cases, an open bench-table is inappropriate and results can be distorted. Therefore, during all, not only heat tests, but also measurement of consumption or course of graphics core frequencies, we use a wind tunnel with equilibrium flow.
Two Noctua NF-S12A fans are at the inlet and the same number is on the exhaust. When testing various system cooling configurations , this proved to be the most effective solution. The fans are always set to 5 V and the speed corresponds to approx. 550 rpm. The stability of the inlet air is properly controlled during the tests, the temperature being between 21 and 21.3 °C at a humidity of ±40%.
We read the heat from the internal sensors via GPU-Z. This small, single-purpose application also allows you to record samples from sensors in a table. From the table, it is then easy to create line graphs with waveforms or the average value into bar graphs. We will not use the thermal camera very much here, as most graphics cards have a backplate, which makes it impossible to measure the PCB heating. The key for the heating graphs will be the temperature reading by internal sensors, according to which, after all, the GPU frequency control also takes place. It will always be the heating of the graphics core, and if the sensors are also on VRAM and VRM, we will extract these values into the article as well.
- Contents
- Methodology: performance tests
- Methodology: how we measure power draw
- Methodology: noise and sound measurement
- Methodology: heat tests
- Test rig
- 3DMark
- Age of Empires II: DE
- Assassin’s Creed: Valhalla
- Battlefield V
- Battlefield V with DXR
- Borderlands 3
- Control
- Control with DXR
- Counter-Strike: GO
- Cyberpunk 2077
- Cyberpunk 2077 with FidelityFX CAS
- DOOM Eternal
- F1 2020
- FIFA 21
- Forza Horizon 4
- Mafia: DE
- Metro Exodus
- Metro Exodus with DXR
- Microsoft Flight Simulator
- Red Dead Redemption 2 (Vulkan)
- Red Dead Redemption 2 (Dx12)
- Shadow of the Tomb Raider
- Shadow of the Tomb Raider with DXR
- Total War Saga: Troy
- Wasteland 3
- Overall game performance and performance per euro
- CompuBench (OpenCL)
- SPECviewperf 2020 and SPECworkstation 3
- FLOPS, IOPS and memory speed tests
- 3D rendering 1/2 (LuxMark and Blender@Cycles)
- 3D rendering 2/2 (Blender@Radeon ProRender and Eevee)
- Photo editing (Adobe Photoshop, Lightroom and Affinity Photo)
- Broadcasting (OBS and Xsplit)
- Password cracking
- GPU clock speed
- GPU heating
- Net graphics power draw and performance per watt
- Analysis of 12 V subcircuit power supply (higher load)
- Analysis of 12 V subcircuit power supply (lower load)
- Analysis of 3.3 V subcircuit power supply
- Noise level
- Frequency response of sound
- Conclusion