NVIDIA GeForce GT 640M: Kepler Goes Mobile

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Lost Planet 2 and AvP

In these next two game tests, we had more limited reference data to pull from.  Frankly testing mobile platforms in these game engines really isn't something that makes sense unless you're evaluating big, boat anchor-sized desktop replacement machines.  Of course we're not testing that type machine here by any stretch, but we thought it made sense to show you just how far the GeForce GT 640M can hang.

 Lost Planet 2
 DirectX 11 Gaming Performance


Lost Planet 2

A follow-up to Capcom’s Lost Planet : Extreme Condition, Lost Planet 2 is a third person shooter that takes place again on E.D.N. III ten years after the story line of the first title. We ran the game’s DX11 mode which makes heavy use of DX11 Tessellation and Displacement mapping and soft shadows. There are also areas of the game that make use of DX11 DirectCompute for things like wave simulation in areas with water. This is one game engine that looks significantly different in DX11 mode when you compare certain environmental elements and character rendering in its DX9 mode versus DX11. We used the Test B option built into the benchmark tool and with all graphics options set to their High Quality values.




This grouping zooms in on where the new GeForce GT 640M mobile graphics processor sits in terms of overall performance versus previous gen NVIDIA mobile GPUs.  Here the GeForce GT 640M is roughly 25% faster than the GT 555M and about 5% behind the GeForce GTX 460M.  We'd also offer that this game title accentuates the differences in the previous generation architectures and Kepler, since it makes heavy use of leading-edge DX11 effects like Tesselation and Displacement mapping, as well as DX11 DirectCompute.

 Alien vs. Predator
 DirectX 11 Gaming Performance


Alien vs. Predator

The Alien vs. Predator benchmark makes use of the advanced Tessellation, screen space ambient occlusion and high-quality shadow features, available with DirectX 11. In addition to enabling all of the aforementioned DirectX 11 related features offered by this benchmark, we also switched on 4X anti-aliasing along with 16X anisotropic filtering to more heavily tax the graphics cards being tested.



In Aliens vs. Predator, we don't have much in terms of notebook reference data for you and can't compare it to Intel's HD Graphics 3000 IGP in the Timeline Ultra M3, because the benchmark won't run unless you have a DX11 compatible graphics engine powering it.  We did enable and disable DX11 rendering effects however, to show you a wider spread of performance numbers.  As you can see, even at the native resolution of the Acer Ultrabook's LCD, frame rates remain playable.


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