i know you like amd but the GTX 670 AMP ! Result you shlwn me didn't tell me the resolution nor the setting was maximumed : if AA Was on and more importantly what clock was the Video card and What Driver they used into the review
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because i know someone with Asus GTX 670 DC II TOP at Core clock 1110 MHZ - Memory Clock 1890 MHz When default (already overclock is 1050 & 1500 respectively) and it made a 10.6% Difference according benchmark but to him ? well 6FPS in BF3 which is about what benchmark say Drver is 304.48 for him however review was tested with 301.34
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marcthpro
Lol, actually , the TR's review did show the settings.Techpowerup's review doesn't ussually set the MSAA beyond 4X. The point of purchasing a high end GPU is to max details. MSAA 4X for "high end" GPU is LOL worthy.
From http://www.techpowerup.com/reviews/ASUS/GeForce_GTX_670_Direct_Cu_II/18.html
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My post was for GTX 660 > 7950 claims. 7950 still has most of 7970's hardware with lower 28 CUs vs 32 CUs and lower clock speed with the same ROPs.
For Skyrim http://techreport.com/articles.x/23150/7
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For Crysis 2, http://techreport.com/articles.x/23150/9 Note that Crysis 2 PC has Global Illumination (screenspace version) i.e. refer to one of Unreal Engine 4's key features.
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Dirt Showdown is another game with Global Illumination enabled. http://techreport.com/articles.x/23150/6 Also, Dirt Showdown uses compute heavy Forward+ Rendering method instead of lighter weight Deferred Rendering for Lights (e.g. Battlefield 3, Crysis 2).
On Deferred Rendering, refer to http://www.develop-online.net/features/407/BUILD-Defered-rendering
"Because you project your lights into the scene as a post-process, you're not lighting any pixels that are hidden behind any other pixels," says Jan-Bart van Beek, art and animation director at Guerilla, describing one of the advantages that convinced the studio make the early decision to use deferred rendering in Killzone 2
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http://en.wikipedia.org/wiki/Unreal_Engine#Unreal_Engine_4
"One of the major features of UE4 is the support for real-time global illumination via voxel raycasting, which no longer requires any lighting precomputation"
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