NVIDIA GeForce GTX 980 vs. GTX 960 SLI

Published by Hiwa Pouri on 03.02.15
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Call of Duty: Advanced Warfare



High Preset, 1920x1080 (1080p) Average FPS %
nVidiaGeForce GTX 980 82.74 117.86 %
nVidiaGeForce GTX 960 SLI 71.90 100.00 %
Più alto è meglio


High Preset, 2560x1440 (1440p) Average FPS %
nVidiaGeForce GTX 980 49.17 128.65 %
nVidiaGeForce GTX 960 SLI 38.22 100.00 %
Più alto è meglio


High Preset, 3840x2160 (2160p) Average FPS %
nVidiaGeForce GTX 980 22.17 554.25 %
nVidiaGeForce GTX 960 SLI 4.00 100.00 %
Più alto è meglio


Call of Duty: Advanced Wirefare Settings

1080p 1440p 2160p
  • Vsync: No
  • Render Resolution: Native
  • Texture Quality: manual
  • Texture Resolution: Extra
  • Normal Map Resolution: Extra
  • Specular Map Resolution: Extra
  • Anisotropic Filtering: High
  • Shadows: On
  • Shadow Map Resolutiopn: High
  • Cache Sun Shadow Maps: On
  • Cache Spot Shadow Maps: On
  • Depth of Field: High Quality
  • Motion Blur: High Quality
  • Screen Space Ambient Occlusion: Normal
  • Medium Distance Ambient Occlusion: On
  • Sub Surface Scattering: On
  • Depth PrepaSS: oN
  • Post Process Anti-Aliasing: Filmic SMAA T2x
  • Super Sampling: 4x
  • Shader Preload: On
  • Shader Preload During Cinematics: On
  • Bullet Impacts: On
  • Dynamic Light Limit: 8
  • Vsync: No
  • Render Resolution: Native
  • Texture Quality: manual
  • Texture Resolution: Extra
  • Normal Map Resolution: Extra
  • Specular Map Resolution: Extra
  • Anisotropic Filtering: High
  • Shadows: On
  • Shadow Map Resolutiopn: High
  • Cache Sun Shadow Maps: On
  • Cache Spot Shadow Maps: On
  • Depth of Field: High Quality
  • Motion Blur: High Quality
  • Screen Space Ambient Occlusion: Normal
  • Medium Distance Ambient Occlusion: On
  • Sub Surface Scattering: On
  • Depth PrepaSS: oN
  • Post Process Anti-Aliasing: Filmic SMAA T2x
  • Super Sampling: 4x
  • Shader Preload: On
  • Shader Preload During Cinematics: On
  • Bullet Impacts: On
  • Dynamic Light Limit: 8
  • Vsync: No
  • Render Resolution: Native
  • Texture Quality: manual
  • Texture Resolution: Extra
  • Normal Map Resolution: Extra
  • Specular Map Resolution: Extra
  • Anisotropic Filtering: High
  • Shadows: On
  • Shadow Map Resolutiopn: High
  • Cache Sun Shadow Maps: On
  • Cache Spot Shadow Maps: On
  • Depth of Field: High Quality
  • Motion Blur: High Quality
  • Screen Space Ambient Occlusion: Normal
  • Medium Distance Ambient Occlusion: On
  • Sub Surface Scattering: On
  • Depth PrepaSS: oN
  • Post Process Anti-Aliasing: Filmic SMAA T2x
  • Super Sampling: 4x
  • Shader Preload: On
  • Shader Preload During Cinematics: On
  • Bullet Impacts: On
  • Dynamic Light Limit: 8


Pagina 1 - Test Setup Pagina 11 - Thief
Pagina 2 - 3DMark Fire Strike Pagina 12 - GRID Autosport
Pagina 3 - Unigine Heaven 4.0 Pagina 13 - Sleeping Dogs
Pagina 4 - Borderlands - The Pre-Sequel Pagina 14 - Metro Last Light
Pagina 5 - BattleField 4 Pagina 15 - Assassin’s Creed Unity
Pagina 6 - Watch Dogs Pagina 16 - Far Cry 4
Pagina 7 - Tomb Raider Pagina 17 - Consumo
Pagina 8 - Sniper Elite 3 Pagina 6 - Prezzo
Pagina 9 - Crysis 3 Pagina 19 - Indice delle prestazioni giochi
Pagina 10 - Call of Duty: Advanced Warfare Pagina 20 - Conclusioni




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