Thursday, 3 July 2014

Watch Dogs Review

 Watch Dogs is to be believed, then a shocking number of Chicago residents are delinquents. As you roam the city looking to both right what is wrong and make wrong what is right, you hack into its citizens' smartphones and listen in on their conversations, and even tap into their computers and catch a glimpse of them as they enjoy their deviations in the supposed privacy of their own homes. Some of these Chicagoans are chronic masturbators; others are criminals and cannibals, ordinary to look at should you pass them on the street, but far from ordinary when they think they are alone.
Aiden Pearce is also far from ordinary, but he understands that privacy is a myth. The city has installed a computer system called ctOS that knows everything, sees everything, and controls everything. Aiden is a hacker. By manipulating ctOS's systems, Aiden can steal from your bank account, gain access to surveillance cameras, and even discover your profession and learn where you went on vacation, or whether you're faithful to your spouse. Aiden's nefarious talents are valuable, and he once had no qualms about who he killed or robbed, as long as he delivered the information and earned his reward.
You'd suppose, then, that information is your most powerful tool in Watch Dogs, but this open-world game's joys come not from voyeurism and information brokerage but from chaos and destruction. Combat encounters are structured like puzzles: Aiden hunkers down and you survey the area, choosing whether to dominate your enemies with firearms and grenades, press against cover and distract your enemies so that you can pass by without raising their suspicions, or settle on a compromise, silencing enemies with well-aimed headshots and taking them down from behind with a swift takedown maneuver. But whichever style best suits the occasion or your mood, you're likely to cause a few explosions and toy with your enemies' heads.
How do you create such chaos? By overloading circuit boards, setting off guards' grenades remotely, or forcing pipes to burst beneath your foes' feet. Such control, right at your fingertips; thanks ctOS! When I felt particularly evil, I threw a distraction lure toward a circuit board and detonated the board as a nearby guard approached. He cried out in agony, and I was grateful that I had one less obstacle between me and my destination. But this kind of evil could feel even more heinous if I happened to glance at my victim's personal information before annihilating him. Oh--he was recently married. Or perhaps he was on antipsychotic medication. Occasionally, I would hesitate to put a bullet in a guard's head if I knew his wife was expecting a child, but I rarely had reservations about murdering a prison escapee. I was deciding whose life had greater value, and I'm grateful that Watch Dogs, in its own subtle way, led me to ponder why I would prize one man over another. With one snap moral judgment, I might decide to let one man live and another die. Unless, of course, I was under fire from every direction, in which case all bets were off.
I don't wish to overstate Watch Dogs' social musings, however. The game sometimes pauses to grapple with quandaries about the trade-off between freedom and security in modern society, but rarely reaches any conclusions or digs very deeply. This is a game that allows you to hack into highway billboards and reveal age-old memes like "I can has cheezburger?" This is a game in which you eavesdrop on a man who couldn't ejaculate during a sexual encounter because his bladder was full. Such drastic tonal shifts prevent the story's early attempts at gravitas from sticking, leaving Aiden looking like a chump with little self-awareness, and leaving the player to wonder what really drives this vigilante, apart from the revenge quest that has him seeking to retaliate against unknown persons for the death of his niece. When his sister, Nicky, pleads with him to stop his pursuit, explaining that he's risking the safety of his remaining family, Aiden makes a promise he doesn't ultimately keep. Why he is so willing to seek vengeance while knowing he's putting his sister and nephew in peril is never sufficiently explored. Perhaps Aiden is addicted to the underground life he has come to lead, which has him staring at his smartphone's screen in the same way that I so often do, oblivious to what's happening around me.
I came to be more invested in the story once I'd assembled a small team of hackers and closed in on the conspiracy at the game's center. Watch Dogs' tale is at its best when it sticks to its Tom Clancy-style technospeak and leaves behind the revenge-story cliches that seem to power every tale about a man dealing with his anger over a female loved one. My devotion was not to Aiden, however, but to his friends Clara and T-Bone. One character describes Clara as a "punk-rock chick," but she's not so remarkable for her tattoos and knee-high boots as she is for her empathy toward Aiden and her patience for his stubbornness. And if Clara's type is punk-rock chick, then T-Bone is the Southern-fried genius, a down-home intellect who thankfully keeps theHee Haw language to a minimum.Aiden eventually matures, albeit too little and too late, and wonders aloud who should get to choose whose lives are less important than others. Shortly thereafter, that question still lingering, you decide if Aiden should be that person. By that point, it was clear to me what he must do, based on audio logs I'd found scattered across the city. I was glad I'd taken the time to learn what I did; finding those logs isn't required to finish the story, after all. And I was glad that Aiden at last was asking the same question I had many hours beforehand: Does the loss of one life justify mowing down dozens or hundreds of men, and risking my own sister's life in the process? If only he had pondered such obvious concerns hours before, I may have been more concerned about his ultimate fate.
Watch Dogs' narrative may win no awards, but as an open-world playground, the game rightfully deserves to be mentioned with heavyweights like Grand Theft Auto and Saints Row. This playground isn't just loaded with stuff to do, as most such games are; it's loaded with lots of terrific stuff to do. I lost myself for an hour solving chess puzzles. Other times, I shot up aliens in several of Watch Dogs' augmented reality games. And still other times, I would locate remnants of QR codes painted on walls and overpasses, and hack from one camera to the next, looking for the angle that would let me view the entire code. Even the smallest activities are fully engaging. Not only are the chess puzzles clever, but I listened to two women converse about job woes as I solved them, which gave me an additional dose of entertainment. The alien shoot-'em-ups occur on Chicago's busy streets, where I got to witness car-crash victims gesticulate in anger at each other while I fired my holographic gun at virtual aliens. And like several of Watch Dogs' core activities, lining up QR codes kept my brain cells buzzing as I experimented with cameras and moved to different positions, hoping to merge those painted patterns into a cohesive barcode.
My favorite moments behind the wheel were those I shared online with competitors. Watch Dogs' single-player missions and multiplayer activities are merged into one experience, and the game frequently and annoyingly nags you with opportunities to engage with others should you not seek those activities for yourself. It's almost always worth accepting those offers, however, particularly should you be invited to an online race, or even better, invited into a decryption match.Moving from one activity to the next often involves summoning a vehicle to a nearby location, or simply nabbing one from the roadside or carjacking an innocent driver as she pulls up to a traffic light. Those drivers will not be happy--in fact, they may even call 911 and summon the cops--but it's worth getting on the po-po's bad side if it means racing through the streets in Watch Dogs' sizable collection of automobiles, or zooming through the canals in a speedboat if you happen to be near the water. Vehicles are rather bouncy, but the loose physics make for ecstatic moments, particularly during chases. As you speed along, you can trigger steam pipes beneath the streets to erupt and take down your foes, or cause jams by hacking into traffic lights. My favorite method of escape, however, was to raise a drawbridge as I approached it. I would fly up the first span, soar through the air, and land with a satisfying jounce on the other side; my pursuers would be left behind, blocked from entry. I could practically imagine the coppers throwing their caps on the pavement and cursing my keen driving abilities.
Both modes are excellent ways to wreak havoc in the windy city. Online races offer plenty of ways to mess with your competitors. If you're trailing behind the leader and you approach a lowered blockade, raise it with the press of a button: your opponent bangs into it and snarls under her breath, and you cackle and rush into the lead. If you're crossing said blockade when another player raises it, you might bounce into the air and land on top of another racer. Should you activate the blockade too soon, you might end up obstructing your own vehicle with only yourself to blame. Open gates and close them behind you to throw off a tail, or hack a traffic signal and get him stuck in a jam. There are enough shortcuts, however, that there's no reason you can't gain ground after finding yourself on the wrong end of a blockade.
Decryption mode, in which two teams of four are confined to a portion of the city and seek to nab and hold on to sensitive data, is anarchy in its most captivating form. There are a few details that separate this mode from its capture-the-flag cousin, the most important of which is that you only have to remain within the data carrier's proximity for a certain amount of time to steal the data. This allows data to be passed around even when you are in vehicles, or without necessarily directly engaging a carrier hiding on a rooftop above. At one point, I rammed head-on into a carrier riding a motorcycle, and I watched his body fly above my windshield before it soared out of view and landed with a thud behind me. A teammate then leapt into my vehicle's passenger seat, and we zoomed away while my comrade fired his rifle at a pursuing ambulance. The action is constant--and constantly on the move--and the shooting is as sturdy as you'd expect in any given third-person shooter. Whether you're dealing death by shotgun or by cement truck, it's difficult not to be swept up in the pandemonium, cheering or groaning with each unexpected development.

A
Online invasions are less explosive than other modes, and potentially more boring, depending on how the invasion goes. As the invader, you come close to your target, press a button to begin downloading her data, and wait. As the victim, you rush around or hack into nearby cameras, scanning the crowd for your invader. (You always see yourself as Aiden, but other players see you as a random Chicagoan.) Neither running around looking for your hacker nor avoiding her watchful eye is engaging on its own. But catching the data thief initiates a chase sequence that leads to Watch Dogs' special brand of pandemonium. Rolling over a sprinting invader with an ice cream truck is one kind of delight. My favorite experience in an invasion thus far, however, was leaping into the bed of my hacker's pickup truck as he drove off, planting an explosive, and detonating the explosive as I leapt to the ground. It wasn't a moment I planned--the stars simply aligned, giving me the chance to pull off a dramatic kill. Successfully completing an invasion earns you a currency called notoriety, but earning the skills related to notoriety is so easy that there's more reward in the chase than in the subterfuge.
You can simply ignore all these possibilities and remain a lone vigilante, of course, and doing so offers its own kinds of rewards. Infiltrating gang hideouts is much like performing many of the story missions: you search for a way into the danger zone and decide how best to proceed. The wonder of Watch Dogs is that any method is reasonable--and every method is enjoyable. The weak link is the shooting, not because the mechanics aren't great (they are), but because enemies are so quick to go limp--and even more so when you activate the game's unnecessary bullet time. But if, like me, you seek to express some creativity in your encounters, you'll enjoy piecing together a stealthy route and performing a hushed assassination when it proves necessary.
Watch Dogs isn't a full-fledged stealth game in the usual sense; you can't hide bodies or tranquilize mafiosos. However, slinking from cover to cover is smooth and weighty, as if Aiden is Sam Fisher's bulkier cousin. I came to rely on a move I call "riding the cameras," hacking into one camera so that I might in turn hack into another until I was able to tag all of my enemies and devise ways of thinning the herd. Riding the cameras is also the primary way you hack into ctOS centers, each of which presents an environmental puzzle to solve so that you might reveal more hot spots on your map. Many of these puzzles are quite clever, though some story missions take the camera mechanics a few steps further, particularly a prison level in which you hack into guards' personal cameras and investigate from their perspectives.
One type of optional mission--the digital trip--deserves special mention. There are four digital trips in all, each one an expansive minigame explained away as an audio-induced hallucination. One of the trips is a fun bit of frippery in which you bounce from one giant flower to the next, remaining in the air as long as possible. The other three, however, could be fleshed out into full games in their own right, which is a testament to how good Watch Dogs' individual pieces are. In the best of these, you gain control of a humongous spider-bot, battering police cars and leaping up the sides of buildings from which you fire rockets at helicopters and pellet the authorities with machine-gun bullets. Games that have focused on wall-climbing have rarely made these acrobatics feel so intuitive, and I'd gladly see the spider-bot find its way into a game fully devoted to it. The other two digital trips--a stealth sequence in which robots seek you out, and a car combat game in which the highways are lousy with zombies--are almost as delightful, and all of them have their own skill progression trees. The trips are structurally simple, but their foundations are rock-solid and rich with possibilities.

Aiden's soul is still locked away, too, even though I spent dozens of hours with him. But while I can't say who Aiden truly is, I can confidently say that Watch Dogs is a lushly produced and riotous game with an uncanny ability to push you from one task to the next, each of which is just as fun as the last. This version of Chicago is crawling with a hyperbolic number of degenerates, and I didn't mind squashing pyromaniacs and slavers under my tires as I plowed through the streets chasing after a hacker, hip-hop beats blasting from the radio. After all, the struggling mothers and homeless beggars wandering Chicago deserve some peace of mind, and doling out some street justice is a good first step.
Watch Dogs does a lovely job of keeping its many interlocking systems from becoming overwhelming, though some systems ultimately feel superfluous. You can buy different outfits, but they all hew to the same basic style; you can buy new vehicles for ordering on demand, but fast cars are perfectly easy to find. As a result, the economy is never as meaningful as it might have been; apart from a sniper rifle and silenced pistol I purchased from an ammo shop, I rarely went shopping, simply because I rarely needed to. Even hacking scores of random passersby begins to feel excessive: when you have access to everything, no one person or piece of information is special anymore. Precious little of that information is actually a gateway to a human soul.

5 most anticipated games of 2015 after E3 this year

2015 is going to be the year that all the potential of next-gen finally comes to fruition. With an extensive amount of development behind them, both major developers and indie studios alike will have the experience necessary to start taking advantage of the power within the PlayStation 4 and the Xbox One. We can see glimmers of what this generation will be in some recent releases such as Watch Dogs and Titanfall, but we’ve only scratched the surface. In 2015, we’ll have arrived.
You’ve already seen the five games I most enjoyed playing at E3 this year, but as is often the case with fickle gamers, I’m even more excited by the prospect of games that still have plenty of development time left before they’re ready for a retail release. Here are five games slated to come out in 2015 that I can’t wait to see as finished products.
1. The Witcher 3: Wild Hunt
The Witcher 3
One of the biggest surprises of the show wasn’t how incredible The Witcher 3 looked, but rather how colossal of a response the game received. The Witcher was a bit of a cult hit on the PC, bringing mature storytelling to the action RPG genre. Its sequel performed far better, bringing the series to consoles for the first time. The Witcher 3: Wild Hunt will be CD Projekt Red’s opus, 30x larger than The Witcher 2 and as visually impressive as anything else on consoles or PC at the moment. With a vast open world, updated combat and 100 hours of gameplay, The Witcher 3 could be the RPG to beat in 2015.
2. The Order: 1886
The Order 1886
For a game that isn’t going to be released until next year, The Order: 1886 had a huge presence at E3. It made its annual appearance in Sony’s press conference, I was able to speak with one of the developers from Ready at Dawn during a short walkthrough of a level, I played a separate level myself and E3 attendees on the show floor were given the chance to line up for a playable demo as well. The Order is a standard third-person shooter in many respects, but the cinematic visuals, the unique weaponry and the potential for a worthwhile story are all good reasons to be excited about this PS4 exclusive.
3. Halo 5: Guardians
Halo 5 Guardians
I’ll be entirely honest — I’m not current with the story of the Halo saga. As the universe continued to grow, I found myself moving on to other games, slowly losing track of the man in the green armor, but as Halo marches its way into the new generation with The Master Chief Collection and a brand new subtitled entry, I’m ready to dive back in.Halo 5: Guardians is still a mystery, as it will likely remain until its release next year, but we should get an understanding of the new characters in the Halo Nightfall digital series, which launches this fall alongside the Halo 1-4 collection.
4. Bloodborne
Bloodborne Preview
The leak of the Bloodborne footage before E3 couldn’t have been any more fortuitous. Following two shockingly successful and unthinkably brutal action games out of legendary development studio From Software, the team behind Demon’s Souls and Dark Souls is back, and its new game Bloodborne received about as much attention as any other new property on the show floor. Bloodborne clearly shares a lot of DNA with the Souls games, but its much faster-paced with a distinctly Gothic setting. After seeing an extensive gameplay demo, I can say that Bloodborne looks as tense and as soul-crushingly difficult as its predecessors. In other words, fans of the Souls games should be right at home.
5. Rise of the Tomb Raider
Rise of the Tomb Raider
There wasn’t a single trailer during the five press conferences that elated me more than the trailer for Rise of the Tomb Raider. The Tomb Raider reboot in 2013 was my favorite game of the year, building off of what Uncharted and other third-person action games had tried to perfect in the past. It contained the most engaging characters, the most satisfying combat and some of the best third-person platforming I’d ever seen. I loved Tomb Raider, and I can’t wait to see how the team plans to bring Lara Croft to life once again as she copes with the insanity of what she experienced on the island of Yamatai.

New FIFA 15 trailer boasts "an all new level of visuals"

EA's grand design has become horribly clear. It's not just making football games any more. It's making... footballers. Footballers who look and act just like the Real McCoy - well, save for the tales of tabloid heartbreak and mid-match outbreaks of biting. It begins, my children. Soon, the EA Sports team will perfect the Ignite engine's secret DNA-cloning technology, and we will all become expendable assets.
Behold with terror the below trailer for FIFA 15, which is absolutely guaranteed to be representative of all versions of the game, including the Wii version. You might prefer to buy it for Xbox One, though, just in case. There's an exclusive FIFA 15 Ultimate Team mode for the taking, remember.



Intel Core i7-4790K (Devil's Canyon) Review

While owners of Sandy Bridge CPUs such as the Core i5-2500K might be reveling in the fact their purchases were sound ones (we certainly wouldn't disagree here), the fact remains that Intel has, slowly but surely, ramped up the performance either by clock speed bumps or architectural tweaks in the ticks and tocks of its release cycles. 

As such, combined with the socket switch from LGA1155 to LGA1150 this time last year, it's now time to look at upgrades if you own an Ivy Bridge or Sandy Bridge CPU and want more performance.

Indeed, Intel's focus in much of its press decks has been how much faster the new Core i7-4790K that we're looking at today is, compared to the venerable Core i7-2700K (the 2600K's refresh). 

It claims a figure of 30 percent improvement in Cinebench R11.5, for example, so clearly if this is true, Intel's latest batch of LGA1150 CPUs should be worth your attention. We're still waiting on a sample of the Core i5-4690K, but the top end Core i7-4790K and the Pentium Anniversary Edition AKA Pentium G3258 are now here and you can expect a review of the latter shortly.

Click to enlarge
We've already covered much of the tweaking that's gone on as we've been fed a steady trickle of information and rumours the last few months too. 

You can read the lowdown on the new Z97 chipsethere, but to recap, Z87 motherboards can indeed support the new CPUs, although they may need a BIOS update and will also need to meet the slightly higher power requirements of the two new K-series CPUs. 

The Core i7-4790K, for example, has a TDP of 88W compared to the Core i7-4770K's 84W, with the same being true of the Core i5-4670K versus the new Core i5-4690K.

There are three key features of the Core i7-4790K that we're interested in, though, and all three have certainly been grabbing headlines. 

Firstly, it's Intel's first 4GHz out-of-the-box desktop CPU and it actually Turbo-Boosts to 4.4GHz, giving it quite an advantage in clock speed over its predecessor, the Core i7-4770K, which only boosted to 3.9GHz. This is somewhat of an irrelevant fact, though, as you'd be a little mad to buy a K-series CPU and run it at default speeds.

This brings us onto overclocking and the two other features are aimed squarely at enthusiasts out there. Intel has supposedly fixed the high temperature issue at high clock speeds - something that Ivy Bridge and Haswell owners will be all too familiar with. Intel has added a Polymer Thermal Interface Material (NGPTIM), which we hope will alleviate the toasty temperatures we've seen above 4.4GHz. There are also additional capacitors on the underside of the CPU - a considerable number in fact - designed to smooth out power delivery. Today we're looking at the Core i7-4790K but we'll also see whether Z87 boards fare just as well as the Z97-based Asus Maximus VII Hero we used for testing in a future article.

Intel Core i7-4790K (Devil's Canyon) Review Intel Core i7-4790K (Devil's Canyon) Review
Above left - the new Core i7-4790K with its extra capacitors - on the right is the Core i7-4770K 

Apart from these additions, there's very little between the Core i7-4770K and Core i7-4790K. Both use Intel's HD 4600 graphics clocked at 1,250MHz, offer hyper-threading and 8MB L3 cache. As we say, the only major differences are the extra default and Turbo-Boosted frequencies alongside the enhanced thermal interface material and power delivery. However, the latter two could clearly improve overclocking quite considerably so they're arguably just as exciting as an architectural tweak or the use of a smaller manufacturing process.

Intel Core i7-4790K (Devil's Canyon) Review



Specifications

  • Frequency 4GHz (4.4GHz Turbo-boost)
  • Core Devil's Canyon (Haswell architecture)
  • Manufacturing process 22nm
  • Number of cores 4 physical, 4 virtual
  • Cache L1: 8 x 32KB, L2 4 x 256KB, L3 8MB (shared)
  • Memory controller Dual-channel DDR3, up to 1,600MHz
  • Packaging LGA1150
  • Thermal design power (TDP) 88W
  • GPU Intel HD 4600
  • Features Hyper-Threading, SSE, SSE2, SSE3, SSSE3, SSE4, SSE4.2, EM64T, F16C, Quick Sync Video, Turbo Boost 2.0

AMD's Radeon R9 295 X2 Graphics Card Reviewed

Early the next week, back at home, a metal briefcase was dropped on my doorstep, as the agents had promised. It looked like so:
After entering the super-secret combination code of 0-0-0 on each latch, I was able to pop the lid open and reveal the contents.
Wot's this? Maybe one of the worst-kept secrets anywhere, but then I'm fairly certain the game played out precisely as the agents in black wanted. Something about dark colors and mirrored sunglasses imparts unusual competence, it seems.
Pictured in the case above is a video card code-named Vesuvius, the most capable bit of graphics hardware in the history of the world. Not to put too fine a point on it. Alongside it, on the lower right, is the radiator portion of Project Hydra, a custom liquid-cooling system designed to make sure Vesuvius doesn't turn into magma.
Mount Radeon: The R9 295 X2
Liberate it from the foam, and you can see Vesuvius—now known as the Radeon R9 295 X2—in all of its glory.
You may have been wondering how AMD was going to take a GPU infamous for heat issues with only one chip on a card and create a viable dual-GPU solution. Have a glance at that external 120-mm fan and radiator, and you'll wonder no more.
If only Pompeii had been working with Asetek. Source: AMD.
The 295 X2 sports a custom cooling system created by Asetek for AMD. This system is pre-filled with liquid, operates in a closed loop, and is meant to be maintenance-free. As you can probably tell from the image above, the cooler pumps liquid across the surface of both GPUs and into the external radiator. The fan on the radiator then pushes the heat out of the case. That central red fan, meanwhile, cools the VRMs and DRAM on the card.
We've seen high-end video cards with water cooling in the past, but nothing official from AMD or Nvidia—until now. Obviously, having a big radiator appendage attached to a video card will complicate the build process somewhat. The 295 X2 will only fit into certain enclosures. Still, it's hard to object too strongly to the inclusion of a quiet, capable cooling system like this one. We've seen way too many high-end video cards that hiss like a Dyson.
There's also the matter of what this class of cooling enables. The R9 295 X2 has two Hawaii GPUs onboard, fully enabled and clocked at 1018MHz, slightly better than the 1GHz peak clock of the Radeon R9 290X. Each GPU has its own 4GB bank of GDDR5 memory hanging off of a 512-bit interface. Between the two GPUs is a PCIe 3.0 switch chip from PLX, interlinking the Radeons and connecting them to the rest of the system. Sprouting forth from the expansion slot cover are four mini-DisplayPort outputs and a single DL-DVI connector, ready to drive five displays simultaneously, if you so desire.
So the 295 X2 is roughly the equivalent of two Radeon R9 290X cards crammed into one dual-slot card (plus an external radiator). That makes it the most capable single-card graphics solution that's ever come through Damage Labs, as indicated by the bigness of the numbers attached to it in the table below.
Peak pixel
fill rate
(Gpixels/s)
Peak
bilinear
filtering
int8/fp16
(Gtexels/s)
Peak
shader
arithmetic
rate
(tflops)
Peak
rasterization
rate
(Gtris/s)
Memory
bandwidth
(GB/s)
Radeon HD 7970
30
118/59
3.8
1.9
264
Radeon HD 7990
64
256/128
8.2
4.0
576
Radeon R9 280X
32
128/64
4.1
2.0
288
Radeon R9 290
61
152/86
4.8
3.8
320
Radeon R9 290X
64
176/88
5.6
4.0
320
Radeon R9 295 X2
130
352/176
11.3
8.1
640
GeForce GTX 690
65
261/261
6.5
8.2
385
GeForce GTX 770
35
139/139
3.3
4.3
224
GeForce GTX 780
43
173/173
4.2
3.6 or 4.5
288
GeForce GTX Titan
42
196/196
4.7
4.4
288
GeForce GTX 780 Ti
45
223/223
5.3
4.6
336
Those are some large values. In fact, the only way you could match the bigness of those numbers would be to pair up a couple of Nvidia's fastest cards, like the GeForce GTX 780 Ti. No current single GPU comes close.
There is a cost for achieving those large numbers, though. The 295 X2's peak power rating is a jaw-dropping 500W. That's quite a bit higher than some of our previous champs, such as the GeForce GTX 690 at 300W and the Radeon HD 7990 at 375W. Making this thing work without a new approach to cooling wasn't gonna be practical.

The NVIDIA GeForce GTX TITAN Z Review

In March of this year, NVIDIA announced the GeForce GTX Titan Z at its GPU Technology Conference. It was touted as the world's fastest graphics card with its pair of full GK110 GPUs but it came with an equally stunning price of $2999. NVIDIA claimed it would be available by the end of April for gamers and CUDA developers to purchase but it was pushed back slightly and released at the very end of May, going on sale for the promised price of $2999.
The specifications of GTX Titan Z are damned impressive - 5,760 CUDA cores, 12GB of total graphics memory, 8.1 TFLOPs of peak compute performance. But something happened between the announcement and product release that perhaps NVIDIA hadn't accounted for. AMD's Radeon R9 295X2, a dual-GPU card with full-speed Hawaii chips on-board, was released at $1499. I think it's fair to say that AMD took some chances that NVIDIA was surprised to see them take, including going the route of a self-contained water cooler and blowing past the PCI Express recommended power limits to offer a ~500 watt graphics card. The R9 295X2 was damned fast and I think it caught NVIDIA a bit off-guard.

As a result, the GeForce GTX Titan Z release was a bit quieter than most of us expected. Yes, the Titan Black card was released without sampling the gaming media but that was nearly a mirror of the GeForce GTX 780 Ti, just with a larger frame buffer and the performance of that GPU was well known. For NVIDIA to release a flagship dual-GPU graphics cards, admittedly the most expensive one I have ever seen with the GeForce brand on it, and NOT send out samples, was telling.
NVIDIA is adamant though that the primary target of the Titan Z is not just gamers but the CUDA developer that needs the most performance possible in as small of a space as possible. For that specific user, one that doesn't quite have the income to invest in a lot of Tesla hardware but wants to be able to develop and use CUDA applications with a significant amount of horsepower, the Titan Z fits the bill perfectly.
Still, the company was touting the Titan Z as "offering supercomputer class performance to enthusiast gamers" and telling gamers in launch videos that the Titan Z is the "fastest graphics card ever built" and that it was "built for gamers." So, interest peaked, we decided to review the GeForce GTX Titan Z.
The GeForce GTX TITAN Z Graphics Card
Cost and performance not withstanding, the GeForce GTX Titan Z is an absolutely stunning looking graphics card. The industrial design started with the GeForce GTX 690 (the last dual-GPU card NVIDIA released) and continued with the GTX 780 and Titan family, lives on with the Titan Z. 
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The all metal finish looks good and stands up to abuse, keeping that PCB straight even with the heft of the heatsink. There is only a single fan on the Titan Z, center mounted, with a large heatsink covering both GPUs on opposite sides. The GeForce logo up top illuminates, as we have seen on all similar designs, which adds a nice touch.
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Titan Z cards will take up three slots in your system which also means that many mini-ITX cases will not be able to accept installation of the Titan Z. The R9 295X2 has a similar problem with its length and of course the added radiator. The NVIDIA Titan Z will likely fit in cases built for micro-ATX cases though without issue.
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The rear of the card has a very thick and strong back plate that is used both has a heatsink and for design. It protects the back side components while adding strength to the unit for installation and even shipment.
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Output options on the Titan Z are identical to other reference NVIDIA designs and include a pair of dual-link DVI connections, a full size HDMI and a full size DisplayPort. There is plenty of room for air exhaust as well which is important to get as much movement OUT of the chassis as possible.
I do think it's odd that NVIDIA chose to continue with just a single DP connection as this limits the support for 4K panels to one per Titan Z. If you were planning on picking up a set of three of the newASUS PB287Q monitors for example, you need one NVIDIA card per monitor!
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With a TDP of 375 watts, well under that of the R9 295X2, the NVIDIA GeForce GTX Titan Z requires a pair of 8-pin power connections. Now, the R9 295X2 also only required a pair of 8-pin connections but it was drastically going over the recommended spec for PCIe power draw. 
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Hey look, an SLI connection! That's right, for those of you that are feeling REALLY froggy you can get a pair of Titan Z cards and run in them in parallel, giving you four GK110 GPUs worth of performance!
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I have heard people calling the Titan Z a 2.5 slot card, and from this image you can see where that line comes from. The cooler itself only takes up about 2.5 slots worth of space but with the bracket, you are going to be using up all three-slots. 
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Also worth noting is that the back plate on the Titan Z is thicker than others we have seen and it actually did cause the card to make contact with the very bottom of the IO panel on the ASUS Rampage IV Extreme X79 motherboard. It did not cause any specific issues, but just wanted to note it.
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Under that shroud you'll find that single fan and a large array of heatsink fins that are more than capable of keeping the two GK110 GPUs cool during gaming.
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Without its clothes, the Titan Z shows the immense complication of technical design that mashing a pair of huge GK110 GPUs on to a single card requires. You have a PCIe bridge chip in the middle, power management hardware resting between the two GPUs and 12GB of GDDR5 memory running at 7.0 GHz.
Now, let's see how it all stacks up to a pair of GeForce GTX 780 Ti cards in SLI and an AMD Radeon R9 295X2!