It is also starting to show in the GTX 970 now and especially in SLI. These high clocks come at a price and that price is being paid in silence - it is shown very well by the GTX 960 that falls off every chart these days and is even today still topped by its much better balanced GTX 770 of a gen earlier. It makes me question the balancing act of Pascal, as much as I was questioning the balancing act of Maxwell. I also found it peculiar at least, to see that the 1070/1080 are sometimes 100% equal in FPS at higher FPS at 1080p (and not cpu bound), with some exceptions where the 1070 was even faster than its more expensive brother. All of these games I hold in high regard, and they put the Nvidia offers on painful display - these engines show that 'just clocks' don't really mean shit - they are also the engines where the low-bandwidth mid range of Nvidia falls short very quickly - even on 1080p. GTA V is a great bench as well because this is one extremely optimised engine too and one that is highly customizable from a user's perspective and being very transparent about it. I still consider CryEngine the only 'true' benchmark, because it still is miles ahead in actual graphical fidelity (which says little about whether a game gets better because of that fidelity, btw - I understand why games cut back on certain things even just from a creative design perspective) uses almost every post effect in the book and does it very well. These are all game titles with engines I consider to be the real deal - heavy tesselation, high amounts of textures with good detail levels, smart LOD, large numbers of assets, and engines that really push all the buttons on the GPU itself.
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