{"id":423,"date":"2013-01-05T00:31:49","date_gmt":"2013-01-05T05:31:49","guid":{"rendered":"http:\/\/www.nyc3d.org\/3dwp2\/?p=423"},"modified":"2013-02-19T02:17:29","modified_gmt":"2013-02-19T07:17:29","slug":"geforce-gtx-580-vs-quadro-5000","status":"publish","type":"post","link":"https:\/\/www.nyc3d.org\/3dwp2\/geforce-gtx-580-vs-quadro-5000\/","title":{"rendered":"GeForce GTX 580 vs Quadro 5000"},"content":{"rendered":"<h1>GeForce GTX 580 vs Quadro 5000<\/h1>\n<p>June 13th, 2012<\/p>\n<p>Testing by Kim Lee and Joe Gunn<\/p>\n<p>Review written by Kim Lee and Lais Williams<\/p>\n<p>The question of which graphics card hardware to buy for your computer is as old as computer graphics itself. The struggle to make an educated and cost-effective decision is difficult, and is made more confusing by the near-constant evolution of technology. While there have been many benchmarks written by industry magazines <img loading=\"lazy\" decoding=\"async\" class=\"alignleft  wp-image-1333\" title=\"NVIDIA-GTX-530\" alt=\"\" src=\"http:\/\/www.nyc3d.org\/3dwp\/wp-content\/uploads\/2012\/06\/NVIDIA-GTX-530-300x217.jpg\" width=\"200\" height=\"147\" \/>and websites using standardized benchmarking test software, these publications don\u2019t always give the reader an understandable grasp of what those results will mean to them in real world production. Also acknowledging that there are some reviews that strive to go past the standardized tests by using real-world files, we felt the need to satisfy our own curiosity by running some tests ourselves. The original impetus for running these tests came from the recent spurt of <img loading=\"lazy\" decoding=\"async\" class=\"alignright  wp-image-1336\" title=\"Quadro5000-3qrtr\" alt=\"\" src=\"http:\/\/www.nyc3d.org\/3dwp\/wp-content\/uploads\/2012\/06\/Quadro5000-3qrtr-300x229.jpg\" width=\"273\" height=\"209\" \/>development of standalone software and 3ds Max plug-ins that are taking advantage of CUDA cores found in current NVIDIA-based graphics cards. According to current specifications, it would appear that the GeForce line of NVIDIA-based cards have significantly more CUDA cores than their higher-end (and much more expensive) workstation card brethren, the Quadros. This can make purchasing decisions confusing. We explore this question: is spending the extra cash on a Quadro worth it, or can you get \u201cclose enough\u201d performance from a GeForce?<\/p>\n<h3>A Very Brief Primer on CUDA Cores<\/h3>\n<p>CUDA stands for Compute Unified Device Architecture. In the words of its developer NVIDIA, it is a \u201cparallel computing platform and programming model that enables dramatic increases in computing performance by harnessing the power of the graphics processing unit (GPU).\u201d What that means to 3d artists is that developers can write applications and plug-ins that can directly harness the unique processing power of a CUDA-enabled graphics processing unit found in most current NVIDIA based graphics cards. When most of us hear CUDA it is usually in the context of a particular NVIDIA based graphics card that has a given number of <img loading=\"lazy\" decoding=\"async\" class=\"alignleft  wp-image-1337\" title=\"NV_CUDA_logo\" alt=\"\" src=\"http:\/\/www.nyc3d.org\/3dwp\/wp-content\/uploads\/2012\/06\/NV_CUDA_logo-300x181.jpg\" width=\"234\" height=\"141\" \/>CUDA cores which of course refers to the hardware side of the CUDA solution. Bear in mind that software must be specifically written to take advantage of these CUDA cores, so while software such as glu3d GPU Edition may harness these cores for accelerated performance, other plug-ins or core functionality of 3ds Max may not, even though they benefit from the increased viewport speed gained from the combination of display drivers and modern NVIDIA-based hardware. Video display performance inherently harnesses these GPU cores. Most of what you will hear regarding CUDA enabled plug-ins and software refers to harnessing these same hardware cores for operations and functionality not related to displaying graphics on your monitor. This could be anything from simulation software, depth-of-field blur, rendering, or anything other functionality that can be multi-threaded or parallel processed.<\/p>\n<p>To learn more about the nuts and bolts of CUDA, we refer you to the extensive <span style=\"color: #ff0000;\"><a href=\"http:\/\/en.wikipedia.org\/wiki\/CUDA\"><span style=\"color: #ff0000;\">CUDA article<\/span><\/a><\/span> on Wikipedia or check the <span style=\"color: #ff0000;\"><a href=\"http:\/\/developer.nvidia.com\/cuda-faq\"><span style=\"color: #ff0000;\">NVIDIA CUDA FAQ<\/span><\/a><\/span>.<\/p>\n<p>This article will focus on comparing the performance of the GeForce GTX-580 with its 1.5GB of RAM and the Quadro 5000 with 2.5GB of RAM in 3ds Max 2012. During the course of testing we realized that it would also be useful to test the effect various viewport drivers would have on performance, so some of the tests were run twice: once with Direct-X and again with the new Nitrous driver.<\/p>\n<p>The first group of tests focused on CUDA core performance using glu3D GPU edition from 3D Aliens, a liquid simulation plug-in for 3ds Max that takes advantage of CUDA cores. The second group of tests focused on MassFX, the new physics-based dynamic system in 3ds Max. The third group of tests focused on more conventional uses of 3ds Max with reasonably high poly counts (in the 4- to 5-million poly range) to test viewport playback speed and interactivity. In this test we chose an architectural-themed file with no other animation in it but a camera move. In upcoming addenda to this article, we plan to add more tests to this review, potentially looking at scenes with character deformations, deforming geometry, and things like vRay RT, and hopefully running the same tests on newer cards as they become available.<br \/>\n<!--nextpage--><\/p>\n<h3>Our Test Platform<\/h3>\n<p>The machine that was used in this round of tests was a Venturi workstation from <a href=\"http:\/\/raincomputers.com\"><span style=\"color: #ff0000;\">RAIN Computers<\/span> <\/a> with an Intel Core i7 CPU with 12 gigs of RAM running Windows 7 Professional 64 bit. Our thanks to Kevin Jacoby, Jami McGraw, and everyone at RAIN for their generous donation and support. Special thanks to Chris Turco and <a href=\"http:\/\/www.pny.com\/quadro\"><span style=\"color: #ff0000;\">PNY Technologies<\/span><\/a> for supplying the initial two graphics cards for our tests. Testing was done on 3ds Max 2012 (release 14, service pack 2). The latest NVIDIA drivers for both the GeForce and the Quadros were downloaded for testing. We used version 296.1 for GeForce and version 296.7 for Quadro. Note: On the NVIDIA drivers download site, there is a 3ds Max performance driver available, which we downloaded but discovered it only supported max 2009, 2010, and 2011. At the date of this writing it would not let you install for 3ds Max 2012. If and when that becomes available we will run the tests using that as well. As soon as the user group receives its copy of 3ds Max 2013, we will re-run these tests to see the performance differences between the versions of Max.<\/p>\n<h3>CUDA Core Test<\/h3>\n<p><a href=\"http:\/\/www.nyc3d.org\/3dwp\/wp-content\/uploads\/2012\/06\/Glu3d.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-medium wp-image-1314\" title=\"Glu3d\" alt=\"\" src=\"http:\/\/www.nyc3d.org\/3dwp\/wp-content\/uploads\/2012\/06\/Glu3d-300x187.png\" width=\"300\" height=\"187\" \/><\/a>For our CUDA core test, we used a file from Joe Gunn\u2019s glu3D demonstration at the user group in April 2012. The file generates 512,513 particles in a 200 frame fluid simulation using default settings. In test 1 we simply ran the simulation and did not touch the machine, while in test 2, in order to simulate user viewport interaction, we looped viewport playback while the simulation calculated.<\/p>\n<p style=\"text-align: center;\">The glu3D CUDA test on the GeForce resulted in a simulation time of 32 minutes and 10 seconds, while the Quadro took 1 hour and 3 minutes. Similarly, test 2 resulted in a GeForce time of 33 minutes and 19 seconds, and the Quadro took 1 hour and 3 minutes. Clearly, there is negligible impact on the CUDA calculations when interacting with the viewport during calculations, but the GeForce\u2019s 512 CUDA cores vs. the Quadro\u2019s 352 CUDA cores makes a significant difference on software that is written to harness the parallel processing power of CUDA cores.<img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1349\" title=\"chart_1_CUDA\" alt=\"\" src=\"http:\/\/www.nyc3d.org\/3dwp\/wp-content\/uploads\/2012\/06\/chart_1_CUDA.png\" width=\"600\" height=\"371\" \/><\/p>\n<p><iframe loading=\"lazy\" src=\"http:\/\/player.vimeo.com\/video\/43978721\" height=\"281\" width=\"500\" frameborder=\"0\"><\/iframe><br \/>\nSide note: during testing, we wanted to see if glu3D\u2019s batch mode would result in improved speeds compared to running it conventionally in the Max UI. Batch mode in glu3D allows the user to run a simulation without having to launch Max, hence without having to use the graphics card to display any user interface. Surprisingly, our initial tests of batch mode came back with the same exact simulation times as the tests we ran using the UI, so we did not continue testing.<\/p>\n<h3>Mass Effects Tests<\/h3>\n<p><a href=\"http:\/\/www.nyc3d.org\/3dwp\/wp-content\/uploads\/2012\/06\/massFX_High.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-medium wp-image-1315\" title=\"massFX_High\" alt=\"\" src=\"http:\/\/www.nyc3d.org\/3dwp\/wp-content\/uploads\/2012\/06\/massFX_High-300x187.png\" width=\"300\" height=\"187\" \/><\/a>We decided to see what performance differences there would be using these cards when using Max\u2019s new Mass Effects feature. We created two variations of a test file with multiple spheres being dropped into a shaped vase-like container. The only difference between the two files was the number of spheres used. In test 5, we had a total of 6,931 objects with a total scene poly count of 10,534,068 and a vertex count of 5,280,896. In test 6, we had a total of 1,079 objects with a total scene poly count of 1,639,028 and a vertex count of 821,672. In both tests, we set rigid body substeps to 6 and recorded the playback\/calculation time from frame 0 to 100. We also tested playback of the baked simulation for both files.<\/p>\n<p><iframe loading=\"lazy\" src=\"http:\/\/player.vimeo.com\/video\/43978724\" height=\"281\" width=\"500\" frameborder=\"0\"><\/iframe><\/p>\n<p>The results of test 5 calculation\/playback resulted in a time of 5 minutes and 35.3 seconds for the GeForce and 5 minutes and 31.3 seconds for the Quadro. This marginal time difference in favor of the Quadro leads us to suspect that currently Mass Effects is not taking advantage of the current CUDA architecture.<\/p>\n<p style=\"text-align: center;\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1390\" title=\"chart_2_MassFX\" alt=\"\" src=\"http:\/\/www.nyc3d.org\/3dwp\/wp-content\/uploads\/2012\/06\/chart_2_MassFX.png\" width=\"600\" height=\"371\" \/><\/p>\n<p>Nex<a href=\"http:\/\/www.nyc3d.org\/3dwp\/wp-content\/uploads\/2012\/06\/massFX_Low.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignright  wp-image-1316\" title=\"massFX_Low\" alt=\"\" src=\"http:\/\/www.nyc3d.org\/3dwp\/wp-content\/uploads\/2012\/06\/massFX_Low-300x187.png\" width=\"300\" height=\"187\" \/><\/a>t we took the resulting simulations from test 5 and baked them to keys. We then timed the playback of that animation. The GeForce gave us an average frame rate of 3.3 fps with a playback time of 40.1 seconds, and the Quadro delivered nearly twice the performance with a 5.8 fps average in a total of 19.5 seconds.<\/p>\n<p>Test 6 gave us the expected faster times for both cards, with the GeForce taking 44.5 seconds to calculate the 100 frame simulation and the Quadro narrowly besting its time with a 42.9 second result. Playback of the baked results from test 6 resulted in an average frame rate of 20 fps and 7.3 seconds for the GeForce and 24 fps and 4.9 seconds total for the Quadro.<\/p>\n<p><iframe loading=\"lazy\" src=\"http:\/\/player.vimeo.com\/video\/43978723\" height=\"281\" width=\"500\" frameborder=\"0\"><\/iframe><br \/>\n<!--nextpage--><\/p>\n<h3>High Poly Count Environment<\/h3>\n<p>To cover the impact of graphics processing power in more conventional 3D production situations, <a href=\"http:\/\/www.turbosquid.com\"><span style=\"color: #ff0000;\">TurboSquid<\/span><\/a> was kind enough to donate a New York City scene model for our tests (<a href=\"http:\/\/www.turbosquid.com\/3d-models\/3d-model-of-new-york-city-blocks\/605641\"><span style=\"color: #ff0000;\">Product ID # 605641<\/span><\/a>).<br \/>\n<a href=\"http:\/\/www.nyc3d.org\/3dwp\/wp-content\/uploads\/2012\/06\/Quadro_Nitrous_Realistic_0553.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-medium wp-image-1317\" title=\"Quadro_Nitrous_Realistic_0553\" alt=\"\" src=\"http:\/\/www.nyc3d.org\/3dwp\/wp-content\/uploads\/2012\/06\/Quadro_Nitrous_Realistic_0553-300x168.png\" width=\"300\" height=\"168\" \/><\/a>Using this scene file, we created a 900-frame camera move to test viewport playback speed as well as simulate viewport interactivity. We received multiple versions of the file for different renderers and realized that the V-ray version of the file had a poly count of 5,427,133 and a vertex count of 3,804,888 spread over 19,151 objects, while in the Mental Ray version it appeared that the modeler had attached multiple pieces of geometry, resulting in 4,101,683 polygons and 4,360,321 vertices spread across only 107 objects. Historically, 3ds Max has had an easier time handling high poly counts over fewer objects than high poly counts spread over many objects. With this in mind, we decided to test the graphics cards under both circumstances. For these tests we also tested using both the Nitrous viewport drivers and DirectX. When possible, we tested in realistic, wireframe, and shaded (no textures) viewport modes.<br \/>\n<iframe loading=\"lazy\" src=\"http:\/\/player.vimeo.com\/video\/43978863\" height=\"281\" width=\"500\" frameborder=\"0\"><\/iframe><\/p>\n<h4>Results<\/h4>\n<p>Set 1 (Polycount: 5,427,133 Vertex: 3,804,888 Object 19,151)<\/p>\n<p>For Test 7 (Nitrous, realistic viewport mode), the GeForce resulted in a playback time of 23 minutes, 9.8 seconds, while the Quadro blazed <a href=\"http:\/\/www.nyc3d.org\/3dwp\/wp-content\/uploads\/2012\/06\/Quadro_Nitrous_Realistic_0000.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignright size-medium wp-image-1318\" title=\"Quadro_Nitrous_Realistic_0000\" alt=\"\" src=\"http:\/\/www.nyc3d.org\/3dwp\/wp-content\/uploads\/2012\/06\/Quadro_Nitrous_Realistic_0000-300x168.png\" width=\"300\" height=\"168\" \/><\/a>through in 8 minutes, 1.4 seconds. The DirectX results came in slightly faster than Nitrous, with the GeForce clocking in at 22 minutes, 22.8 seconds, and the Quadro speeding along at 6 minutes, 28 seconds. Bear in mind that there is a subjective component to this test, which is viewport image quality. Even though the Nitrous results of this test came in slightly slower than DirectX, the image quality was superior.<\/p>\n<p>For Test 8 (Nitrous, wireframe viewport mode), the GeForce resulted in a playback time of 4 minutes, 19.1 seconds, while the Quadro came in slightly slower at 4 minutes, 23.2 seconds. The DirectX version of this test, however, resulted in a much slower GeForce speed of 7 minutes, 8.9 seconds, while the Quadro\u2019s results were similar to its Nitrous speeds at 4 minutes, 29.6 seconds.<\/p>\n<p style=\"text-align: center;\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1350\" title=\"chart_3_Tests_7-9\" alt=\"\" src=\"http:\/\/www.nyc3d.org\/3dwp\/wp-content\/uploads\/2012\/06\/chart_3_Tests_7-9.png\" width=\"600\" height=\"371\" \/>For Test 9 (Nitrous, shaded with no textures viewport mode), there was no easy one-click equivalent for DirectX to turn off all textures, so we only ran this using Nitrous. The GeForce produced a playback time of 8 minutes, 31.1 seconds, and the Quadro nearly doubled that speed with a time of 4 minutes, 30.9 seconds.<\/p>\n<p>Set 2 (Polycount: 4,101,683 Vertex: 4,360,321 Object 107)<\/p>\n<p>For Test 10 (Nitrous, realistic viewport mode), the GeForce resulted in a playback time of 2 minutes, 59.9 seconds, while the Quadro blazed through in 54.2 seconds. The DirectX results came in slightly faster than Nitrous, with the GeForce clocking in at 2 minutes, 10.1 seconds, and the Quadro speeding along at 36.2 seconds. Again, under Nitrous, the image quality was superior.<\/p>\n<p>For Test 11 (Nitrous, wireframe viewport mode), the GeForce resulted in a playback time of 31.5 seconds, while the Quadro came in at 24.1 seconds. The DirectX version of this test, the GeForce came in at the same speed of 31.5 seconds, while the Quadro\u2019s results were slightly faster, at 29.2 seconds.<\/p>\n<p>For Test 12 (Nitrous, shaded with no textures viewport mode), we again only ran this using Nitrous. The GeForce produced a playback time of 1 minute, 8.1 seconds, and the Quadro was 33.2 seconds.<\/p>\n<p style=\"text-align: center;\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1351\" title=\"chart_4_Tests_10-12\" alt=\"\" src=\"http:\/\/www.nyc3d.org\/3dwp\/wp-content\/uploads\/2012\/06\/chart_4_Tests_10-12.png\" width=\"600\" height=\"371\" \/><\/p>\n<h3>Conclusions (so far)<\/h3>\n<p>As we had suspected, the 512 CUDA cores found in our GeForce GTX 580 had a clear advantage over the 352 CUDA cores of our Quadro 5000 when using the CUDA enabled glu3d GPU Edition. The fact that the GTX 580 nearly doubled the performance of the Quadro 5000 on these tests is good news for those of you who do a lot of fluid simulations. However we were surprised by the slightly faster performance by the Quadro in our MassFX tests which would seem to support industry chatter that MassFX does not completely take advantage of CUDA and in fact must currently rely heavily on the CPU.<\/p>\n<p>Based on the results from our high-poly-count NYC scene tests, it would appear that the Quadro 5000 has a clear advantage in functionality that is almost universal for all 3ds Max users, namely viewport interactivity and viewport playback speeds. While test results of wireframe viewport performance were essentially even between the cards, the shaded and realistic mode results for the Quadro 5000 were 2 to 4 times faster than those of the GTX 580. Add to that the fact that with faster performance came equally better image quality in regards to texture map display, shadows, AO in the viewport, etc, it becomes much easier to justify the higher price point (around $1,750 street price) for the Quadro line.<\/p>\n<p>Instead of trying to tell you what card you should buy, here\u2019s what I would and most likely will do.<\/p>\n<p>If I had only one machine and needed to choose between the two cards, I would get a Quadro 5000 because it would positively affect 90%-95% of my work. For a second machine, I would get a GeForce GTX-580 (street price from $380-$430) and use that machine to run my liquid sims, and eventually rigid body and cloth sims once MassFX matures over time to take advantage of the CUDA cores. Hopefully soon the Nvidia engineers and marketing machine will release newer Quadro cards that can eliminate our need to make a choice between great overall performance and specialized CUDA-enabled performance.<\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>GeForce GTX 580 vs Quadro 5000 June 13th, 2012 Testing by Kim Lee and Joe Gunn Review written by Kim Lee and Lais Williams The question of which graphics card hardware to buy for your computer is as old as computer graphics itself. The struggle to make an educated and cost-effective decision is difficult, and [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":2215,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_bbp_topic_count":0,"_bbp_reply_count":0,"_bbp_total_topic_count":0,"_bbp_total_reply_count":0,"_bbp_voice_count":0,"_bbp_anonymous_reply_count":0,"_bbp_forum_subforum_count":0,"ngg_post_thumbnail":0,"_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[24,28],"tags":[],"class_list":["post-423","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-fcmain","category-reviews"],"jetpack_featured_media_url":"https:\/\/www.nyc3d.org\/3dwp2\/wp-content\/uploads\/2013\/01\/Benchmarks011.png","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/www.nyc3d.org\/3dwp2\/wp-json\/wp\/v2\/posts\/423","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.nyc3d.org\/3dwp2\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.nyc3d.org\/3dwp2\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.nyc3d.org\/3dwp2\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.nyc3d.org\/3dwp2\/wp-json\/wp\/v2\/comments?post=423"}],"version-history":[{"count":13,"href":"https:\/\/www.nyc3d.org\/3dwp2\/wp-json\/wp\/v2\/posts\/423\/revisions"}],"predecessor-version":[{"id":2216,"href":"https:\/\/www.nyc3d.org\/3dwp2\/wp-json\/wp\/v2\/posts\/423\/revisions\/2216"}],"wp:attachment":[{"href":"https:\/\/www.nyc3d.org\/3dwp2\/wp-json\/wp\/v2\/media?parent=423"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.nyc3d.org\/3dwp2\/wp-json\/wp\/v2\/categories?post=423"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.nyc3d.org\/3dwp2\/wp-json\/wp\/v2\/tags?post=423"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}