iXBT Labs - Computer Hardware in Detail






NVIDIA GeForce 8800 Ultra 768MB


  1. Introduction
  2. Graphics card features
  3. Testbed configuration, benchmark list
  4. Test results
  5. Conclusions

Installation and drivers

Testbed configuration:

  • Intel Core2 Duo (775 Socket) based machine
    • Intel Core2 Duo Extreme X6800 (2930 MHz; L2=4096K) CPU
    • EVGA nForce 680i SLI motherboard on NVIDIA nForce 680i
    • 2 GB of Corsair's 1142MHz DDR2 SDRAM (CAS (tCL)=5; RAS to CAS delay (tRCD)=5; Row Precharge (tRP)=5; tRAS=15)
    • WD Caviar SE WD1600JD 160GB SATA HDD
    • Tagan 1100-U95 (1100W) PSU
  • Windows XP SP2; DirectX 9.0c
  • 30" Dell 3007WFP monitor
  • ATI CATALYST 7.4; NVIDIA 158.18 drivers.

VSync disabled.

Test results: performance comparison

We used the following benchmarks:

  • Splinter Cell Chaos Theory v.1.04 (Ubisoft) - DirectX 9.0, shaders 3.0 (with and without HDR), maximum settings.
  • Call Of Juarez (Techland/Ubisoft) - DirectX 9.0, shaders 3.0 (HDR), demo (demo, maximum quality, batch file supplied.
  • FarCry 1.4 beta (Crytek/UbiSoft), DirectX 9.0, shaders 2.0b/3.0 (with and without HDR), 3 demo from Research (run with -DEVMODE option), Very High settings, HDRRendering=1 parameter for HDR.
  • PREY 1.01 (3D Realms Entertainment / Human Head Studios / 2K Games) - OpenGL, shaders 2.x, demo003 (40MB), maximum settings, batch file supplied.
  • 3DMark05 1.20 (FutureMark) - DirectX 9.0, multitexturing, trilinear filtering.
  • Serious Sam II 1.068 (Croteam / 2K Games) - DirectX 9.0, shaders 3.0 (with and without HDR), batch file, standard supplied demo0002, maximum settings. We thank Voznyuk Valery Mikhailovich AKA Px for writing a batch file for this game.
  • F.E.A.R. v.1.08 Multiplayer (Monolith/Sierra) - DirectX 9.0, shaders 2.0, maximum settings, soft shadows disabled.
  • Company Of Heroes (Relic Entertainment / THQ) - DirectX 9.0, shaders 2.0, batch file, in game invoke settings -> graphics -> click test button, maximum quality.
  • 3DMark06 1.02 (FutureMark) - DirectX 9.0c, multitexturing, trilinear filtering.

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