GeForce GTX 980 vs GeForce GTX Titan - Ça vaut le coup d'en changer ?

Publié par Marc Büchel le 23.03.15
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Call of Duty: Advanced Warfare



High Preset, 1920x1080 (1080p) Average FPS %
nVidiaGeForce GTX 980 82.74 135.06 %
nVidiaGeForce GTX Titan 61.26 100.00 %
Le plus haut est meilleur


High Preset, 2560x1440 (1440p) Average FPS %
nVidiaGeForce GTX 980 49.17 133.18 %
nVidiaGeForce GTX Titan 36.92 100.00 %
Le plus haut est meilleur


High Preset, 3840x2160 (2160p) Average FPS %
nVidiaGeForce GTX 980 22.17 126.11 %
nVidiaGeForce GTX Titan 17.58 100.00 %
Le plus haut est meilleur


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


Page 1 - Test Setup Page 11 - Thief
Page 2 - 3DMark Fire Strike Page 12 - GRID Autosport
Page 3 - Unigine Heaven 4.0 Page 13 - Sleeping Dogs
Page 4 - Borderlands - The Pre-Sequel Page 14 - Metro Last Light
Page 5 - BattleField 4 Page 15 - Assassin's Creed Unity
Page 6 - Watch Dogs Page 16 - Far Cry 4
Page 7 - Tomb Raider Page 17 - Consommation
Page 8 - Sniper Elite 3 Page 18 - Prix
Page 9 - Crysis 3 Page 19 - Indice de performance jeux
Page 10 - Call of Duty: Advanced Warfare Page 20 - Conclusion




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