The main-stream market has been seeing a boom in performance over the last year or so. Cards like ATI's Radeon X700 Pro and nVidia's Geforce 6600GT have firmly replaced old, underwhelming cards like the 9600XT and 5700 Ultra and, thanks to a new 110nm manufacturing process which greatly reduces manufacturing costs, these new cards can be made available at performance levels equal to that of the old 9800XTs and 5950 Ultras while still staying under the $200 price target.
As you'd expect from Sapphire, they have taken ATI's X700 Pro and created a couple different cards based on it. The first is a 256MB X700 Pro called the Hybrid, and the second is a 128MB X700 Pro with a special cooling fan and kick ass bundle called the Toxic. In this review I'll be focusing on the more unique of the two, the Toxic X700 Pro.
While the Toxic line is not as established as some other vendor lines, it's still hard to mistake them for anything else. The bright orange fan housing and blue PCB, while not for everyone, won't ever be associated with anyone else. With the Toxic, Sapphire has taken a successful leap to differentiate themselves from the swell of red and green graphics cards out there and have a guaranteed advantage to get noticed at your favorite computer retailer.
Bundle
The Toxic includes full versions of two best selling UBI Soft games, Splinter Cell: Pandora Tomorrow (DVD) and Prince of Persia: The Sands of Time. These two gems are amongst the best games ever made and serve as a good base to show off the power of the Toxic X700 Pro graphics card. Also included on the software side are PowerDVD 5 and a driver CD that contains install manuals in PDF format, the drivers of course, and a little application called Automated Performance Enhancer, or APE for short. I'll have a little more about APE later.
On the hardware side of things Sapphire includes all the standard cables and adapters you need for taking advantage of the features the Toxic supports including a DVI to VGA adapter, S-Video cable, composite cable, and an S-Video to composite adapter. Also included in the box is something I've never seen included with a graphics card before; a blue 10cm Cold Cathode Fluorescent Lamp made by Sharkoon. I'll have a little more about that later too.
Here's a breakdown of what the Toxic bundle includes:It is DirextX 9.0 (Shader Model 2.0b) and OpenGL 2.0 compliant and supports ATI's own 3Dc normal map compression technology.
Videocards based on the RV410 core are currently only available using the PCI-Express x16 interface. AGP versions have been rumored, but so far there has not been anything officially announced.
The memory used on the Toxic X700 Pro is hidden under a set of blue anodized ramsinks. Carefully prying one of them off reveals Samsung ram, model K4J55323QF-GC20, which is 2.0ns memory rated for a maximum theoretical speed of 500MHz (1GHz DDR). This ram seems to be the most common type used on mid-stream cards such as the Toxic and is used on all the other graphics cards I am comparing with in this review.
| Specifications | ||||
| Sapphire Toxic X700 Pro | HIS X700 Pro IceQ Turbo | ATI Radeon X700 Pro | Chaintech SE6600GT | |
| Silicon Process | 110nm | 110nm | 110nm | 110nm |
| Transistor Count (millions) |
120 | 120 | 120 | 143 |
| Core Speed MHz | 425 (475 APE) |
425 (460 iTurbo) |
425 | 500 |
| Memory Speed MHz | 432 GDDR3 (500 APE) |
432 GDDR3 (480 iTurbo) |
432 GDDR3 | 500 GDDR3 |
| Bus Standard | PEG x16 | PEG x16 | PEG x16 | PEG x16 |
| Bus Width | 128bit | 128bit | 128bit | 128bit |
| Pixel Pipelines | 8 | 8 | 8 | 8 |
| Peak Memory Bandwidth (GB/s) |
13.8 (16.0 APE) |
13.8 (15.4 iTurbo) |
13.8 | 14.4 |
| Pixel Fillrate (million pixels/sec) |
3,400 (3,800 APE) |
3,400 (3,680 iTurbo) |
3,400 | 2,000 |
| Texel Fillrate (million texels/sec) |
3,400 (3,800 APE) |
3,400 (3,680 iTurbo) |
3,400 | 4,000 |
| AA sample fillrate (million samples/sec) |
6,800 | 6,800 | 6,800 | 4,000 |
| Geometry-rate (million triangles/sec) |
637.5 | 637.5 | 637.5 | 375 |
| MSRP ($US) | $199 | $199 | $199 | $199 |
Features
SMARTSHADER HDThe Toxic cooler is manufactured by Arctic Cooling and sold in the retail channel as the ATI Silencer 1. The only difference is that the Toxic cooler is bright orange with a bluish fan while the original ATI Silencer is clear with a black fan. The Toxic cooler is also UV reactive, which explains the inclusion of the Cold Cathode Fluorescent Light in the bundle, and glows pretty nicely in the dark.
The basic concept is the same as Arctic Cooling's classic VGA Silencer; that is the fan draws air from inside the case, passes it through a plastic housing over an array of aluminum cooling fins, and expels it out the back. Unlike the solid aluminum block of the classic VGA Silencer, the ATI Silencer consists of a piece of cooper about an eighth of an inch thick with 23 extremely thin aluminum cooling fins soldered onto it. The design has proven to be extremely effective and is quite a bit of overkill for a card like the X700 Pro that runs relatively cool even with the stock cooler.
Also on the Toxic are small blue anodized aluminum ramsinks that are held in place with a small piece of thermal tape. They aren't that hard to remove, so should the day come when you want to replace them you shouldn't have any problems.
As for performance, there's really not much more that can be said that hasn't already be said about it. Arctic Cooling makes some of best VGA coolers on the market and they are all well respected for their excellent performance and silence. For a much more detailed look at the ATI Silencer 1 (along with the ATI Silencer 2 and 3), you can checkout my full review of the coolers here.
However, as good as the cooler is, Sapphire made one pretty big compromise that virtually eliminates the primary design advantage of the cooler. On the ATI Silencer 1 there is a plastic cover on the underside of the card which is there to help direct the hot air pulled off the heatsink out the back of the case. Apparently for component clearance reasons, Sapphire has removed that little cover. The result is that the heated air prematurely spills out of the cooling shroud back down onto the graphics card. Even though the core doesn't generate that much heat to make this a disastrous decision, the main design idea behind the cooler is still eliminated. It still looks good though..
Though the cooler is relatively narrow (except for bit where the fan is) it is fairly long and extends a good 2 inches past the end of the graphics card PCB. It's also a double-height cooler and takes up an extra expansion slot so, even though I didn't have any problems with the test system, there's a possibility that clearance issues might crop up on some motherboards.
To keep myself from benchmark induced insanity, I am not using the brand new Catalyst 5.2 drivers. Instead, I will keep the same test system and older Catalyst 5.1 drivers I used in my previous HIS X700 Pro IceQ Turbo review and reuse the benchmark numbers. I decided to use the HIS X700 Pro IceQ Turbo in iTurbo mode, which sets the card to 460MHz core and 480MHz (960MHz DDR) memory. I believe that the HIS card is a direct competitor to the Toxic, so I feel it's necessary to include the performance results achieved with it in this review. Besides, I already had the results from the review I just finished, so I might as well reuse them. Like the Toxic X700 Pro, I believe that the manufacturer overclocked settings are the ones that should be used when comparing these cards. The following is my standard test setup breakdown.
Anti-Aliasing and Anisotropy were applied in game where the options existed. For games that did not support those options natively, the graphics card control panel was used to force them on. V-Sync was also forced off for each test via the graphics card control panel. Otherwise all other graphics card control panel settings were left to their default values.
Batch files were used when possible for automated benchmarking. Manual benchmarking was done using FRAPS.
Benchmarking was done with Windows set to the "Adjust for best performance" profile, and all unnecessary Windows services and hardware devices were disabled. The latest drivers for each necessary hardware component were installed prior to testing and kept consistent throughout.
To avoid possible driver conflicts, testing of the ATI and nVidia graphics cards were done on two separate but identical Windows installations (using Norton Ghost images) on a pair of identical hard-drives.
Test System Specs
Benchmark Software
Half-Life 2
Testing of Half-Life 2 was done using AnandTech's five recently released Source Engine 7 timedemos (which are available on this page). I ran each timedemo for each resolution and AA/AF setting used in the charts below, and then averaged the results to get the final score. Anti-aliasing and Anisotropy were set on the command line.A batch file was used to automate testing; the command line is below for reference. This batch file was used for each card that was tested. The settings surrounded by < > change for each pass:
The Half-Life 2 results are below. Click the text links at the top of the chart to change settings.
| [ No AA / No AF ] [ 2x AA / 4x AF ] [ 4x AA / 8x AF ] |
| Half-Life 2 No Anti-Aliasing / No Anisotropy |
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Doom 3
Doom3 was tested using the built in timedemo, demo1.demo. I benchmarked the default "High Quality" mode, which sets Anisotropy to 8x, and then combinations of Anti-Aliasing and Anisotropy over the resolutions shown in the chart below. Anti-aliasing and Anisotropy were set on the command line.Another batch file was used to automate Doom3 testing as well. The command line is below for reference. This batch file was used for each card that was tested. The settings surrounded by < > change for each pass:
The Doom3 results are below. Click the text links at the top of the chart to change settings.
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[ High Quality Default (No AA / 8x AF) ] [ No AA / No AF ] [ 2x AA / 4x AF ] [ 4x AA / 8x AF ] |
| Doom 3 Default High Quality (No Anti-Aliasing / 8x Anisotropy) |
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Far Cry
Far Cry benchmarking was a little different. In the interest of time (Far Cry takes quite awhile to benchmark) I only tested anti-aliasing on the High setting and did not test anisotropy performance at all. I did however test over three different maps using custom timedemos. I averaged the results from each of those timedemo runs to get the final score. Anti-aliasing was set in the "Configure Far Cry" app.The command line for the batch file I used to automate Far Cry benchmarking is below. This batch file was used for each card that was tested. The settings surrounded by < > change for each pass:
The Far Cry results are below. Click the text links at the top of the chart to change settings.
| [ No AA ] [ High AA ] |
| Far Cry No Anti-Aliasing |
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Chronicles of Riddick
Chronicles of Riddick was benchmarked using the built-in timedemo feature. No batch file was used (mainly because I didn't have time to make one). The timedemo used is a recording of the intro sequence. The Shader Model 2.0 path was used for all cards, including the 6600GT, which takes a huge performance hit using the Shader Model 3.0 path. Anti-aliasing and Anisotropy were set in the graphics card control panel.The Chronicles of Riddick results are below. Click the text links at the top of the chart to change settings.
| [ No AA / No AF ] [ 2x AA / 4x AF ] [ 4x AA / 8x AF ] |
| Chronicles of Riddick No Anti-Aliasing / No Anisotropy |
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Richard Burn’s Rally
I used Fraps to benchmark Richard Burn's Rally using two custom demos recorded on the USA-Frasier Wells and Finland-Autiovaara stages. I started Fraps framerate logging as soon as the marshal launched the car and had it automatically stop logging after 90 seconds. I logged each pass two times, and then averaged the four results to get the final score for that setting and resolution. The default replay camera was used and sound was enabled. Anti-aliasing and Anisotropy were set via the graphics card control panel.
The Richard Burn's Rally results are below. Click the text links at the top of the chart to change settings.
| [ No AA / No AF ] [ 2x AA / 4x AF ] [ 4x AA / 8x AF ] |
| Richard Burns Rally No Anti-Aliasing / No Anisotropy |
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Pacific Fighters
I benchmarked Pacific Fighters by loading the included "N1K1 vs BeauFighter.ntrk" track and logged framerates using Fraps from the beginning of the track for 90 seconds. All the in game details were set to their maximum levels, including "Landscape Detail" which was set to "Perfect", enabling Pixel Shaded water. Video was set to "Maximum Settings" for all graphics cards and sound was disabled in the Pacific Fighter Setup app. Anti-aliasing and Anisotropy were set via the graphics card control panel.The Pacific Fighters results are below. Click the text links at the top of the chart to change settings.
| [ No AA / No AF ] [ 2x AA / 4x AF ] [ 4x AA / 8x AF ] |
| Pacific Fighters No Anti-Aliasing / No Anisotropy |
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Call of Duty United Offensive
I benchmarked Call of Duty using the built in timedemo and a batch file with a custom script to help automate the process. Sound was disabled and all graphical settings were set to their maximum. Anti-Aliasing and Anisotropy were set via the graphics card control panel.The Call of Duty results are below. Click the text links at the top of the chart to change settings.
| [ No AA / No AF ] [ 2x AA / 4x AF ] [ 4x AA / 8x AF ] |
| Call of Duty United Offensive No Anti-Aliasing / No Anisotropy |
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3DMark03
I benchmarked 3DMark03 using the default settings. I set it up to loop each test three times, it then automatically averaged the results and gave a final score. The results for each test are below.
| 3DMark03 Game Test 1 - Wings of Fury |
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3DMark05
Like 3DMark03, I set 3DMark05 up to loop three times to get the final score. I tested 3DMark05 using the default detected settings. That means the VS 2_0 and PS 2_b paths are used for the X700 Pro's while the VS and PS 3_0 paths are used with the 6600GT. The 6600GT also makes use of the DST (Depth Stencil Texture) feature, which is enabled by default. DST helps the rendering of dynamic shadows in 3DMark05 and gives a fairly significant speed boost to graphics cards which support it.
| 3DMark05 Game Test 1 - Return to Proxycon |
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ShaderMark 2.1
ShaderMark is a DirectX benchmark tool created to test DirectX 9.0 shader performance. The pixel and vertex shader code was written using Microsoft's High Level Shader Language. I left all the options to their default values for each card, and then ran the benchmarking mode. The results from each test are below (sorry about the mess, there's just too much data to represent graphically in the space we have available).
Sapphire Toxic X700 Pro (APE) |
Sapphire Toxic X700 Pro |
IceQ Turbo (iTurbo) |
ATI X700Pro |
Chaintech 6600GT |
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| 1 | pixel shader 1.1 full precision |
s16e7 | s16e7 | s16e7 | s16e7 | s10e8 |
pixel shader 1.4 full precision |
s16e7 | s16e7 | s16e7 | s16e7 | s10e8 | |
pixel shader 2.0 full precision |
s16e7 | s16e7 | s16e7 | s16e7 | s23e8 | |
pixel shader 2.0 partial precision |
s16e7 | s16e7 | s16e7 | s16e7 | s10e5 | |
pixel shader 3.0 full precision |
s0e0 | s0e0 | s0e0 | s0e0 | s23e8 | |
pixel shader 3.0 partial precision |
s0e0 | s0e0 | s0e0 | s0e0 | s10e5 | |
| 2 | Per Pixel Diffuse Lighting |
469 | 417 | 464 | 431 | 468 |
| 3 | Per Pixel Directional Light Shader (Phong) |
342 | 310 | 335 | 311 | 397 |
| 4 | Per Pixel Point Light Shader (Phong) |
342 | 310 | 335 | 311 | 397 |
| 5 | Per Pixel Spot Light Shader (Phong) |
282 | 255 | 276 | 256 | 364 |
| 6 | Per Pixel Anisotropic Lighting |
341 | 297 | 334 | 311 | 381 |
| 7 | Per Pixel Fresnel Reflections |
312 | 279 | 307 | 278 | 94 |
| 8 | Per Pixel Car Surface Shader |
194 | 94 | 183 | 167 | 85 |
| 9 | Per Pixel Environment Mapping |
596 | 533 | 596 | 544 | 120 |
| 10 | Per Pixel Environment Bump Mapping |
389 | 302 | 389 | 355 | 96 |
| 11 | Per Pixel Bump Mapping |
325 | 251 | 322 | 298 | 366 |
| 12 | Per Pixel Shadowed Bump Mapping |
116 | 38 | 114 | 103 | 238 |
| 13 | Per Pixel Veined Marble Shader |
163 | 41 | 160 | 135 | 204 |
| 14 | Per Pixel Wood Shader |
183 | 130 | 177 | 158 | 248 |
| 15 | Per Pixel Tile Shader |
133 | 113 | 130 | 121 | 189 |
| 16 | Per Pixel Refraction and Reflection Shader witd Phong Lighting |
154 | 121 | 153 | 134 | 46 |
| 17 | Per Pixel BRDF-Phong/Anisotropic Lighting |
202 | 176 | 200 | 178 | 84 |
| 18 | Fur Shader Witd Anisotropic Lighting |
19 | 9 | 19 | 17 | 31 |
| 19 | Combination Effect |
66 | 32 | 64 | 58 | 60 |
| 20 | Dual Layer 8x8 PCF Shadow Mapping witdout Flow Control |
21 | 19 | 21 | 19 | 29 |
| 21 | Dual Layer 8x8 PCF Shadow Mapping witd Flow Control |
- | - | - | - | 42 |
| 22 | High Dynamic Range Shader - low quality version witdout filtering |
99 | 89 | 96 | 89 | 50 |
| 23 | High Dynamic Range Shader - high quality witd fp filtering |
- | - | - | - | 54 |
| 24 | High Dynamic Range Shader - high quality witdout fp filtering |
70 | 62 | 68 | 63 | 38 |
| 25 | Per Pixel Edge Detection And Hatching Shader using 1 RT and 2 Passes |
56 | 49 | 55 | 50 | 51 |
| 26 | Per Pixel Edge Detection And Hatching Shader using 2 RTs and 1 Pass |
56 | 49 | 55 | 51 | 50 |
Getting an automatic overclock to 475/500 with APE is fantastic, especially when you consider it doesn't void your warranty. But we all know that factory overclocks always err on the side of caution, and a card like the Toxic is built for overclocking. One look at the massively oversized cooler and aluminum ramsinks will tell you that.
Since APE doesn't include any method to manually overclock, I used ATITool 0.0.23 to overclock the Toxic instead. Starting at the APE baseline of 275/500 I let ATITool automatically find the maximum core and the memory, I then went from that point and manually overclocked while checking for artifacts in 3DMark03. Ultimately I ended up at a very respectable 495MHz for the core speed and an absolutely unbelievable 570MHz (1,140MHz DDR) for the memory. That's 138MHz over stock and 70MHz over the rated limit for the ram modules. Whatever magic spell Sapphire cast on the card, it sure did work!
Below you'll find the performance results for the overclocked settings.
| Half-Life 2 No Anti-Aliasing / No Anisotropy |
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| Doom 3 Default High Quality (No Anti-Aliasing / 8x Anisotropy) |
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The Splinter Cell: Pandora Tomorrow and Prince of Persia: Sands of Time bundle is virtually impossible to beat. The cooler is nice, and when you install the bundled UV cold cathode light, the orange and blue UV glow looks pretty sweet. The X700 Pro doesn't run very hot regardless of what cooler you use, but it's still too bad Sapphire removed that little plastic plate though; doing that cripples the main design feature of the cooler.
APE overclocking doesn't void your warranty and pushes the card to within a hairs breadth of X700XT speeds. While it's easy to use by just installing it and rebooting, I'm starting to wish that there was a little more control included with the app. Fan speed and temperature monitoring, maybe even controls for manual overclocking beyond APE's limits, would be pretty cool. Speaking of overclocking; 570MHz for the memory, fully 138MHz over stock is a feat in itself. What exactly Sapphire did to get the memory to run that fast is unknown, but I have a sneaking suspicion that it has something to do with only using 128MB of total memory.
The card performs very respectably in a lot of ways. Even with only half the amount of memory it manages to keep up to the other X700 Pros in most tests. It's really too bad though that there's only 128MB memory because we're at a point in time when the need for 256MB with some games is becoming very real, particularly when Anti-Aliasing is used and in cases such as with Half-Life 2 and Far Cry, even without Anti-Aliasing. There's just not enough room in there to hold all that data and performance suffers greatly because of it.
Unfortunately for Sapphire, 256MB X700 Pros from other manufacturers are available for pretty much the same price and they come with features very similar to that of the Toxic so even with the great bundle and excellent overclocking ability, it's difficult to recommend this card over some of those 256MB alternatives available out there.