Fire Strike
"The first graphics test focuses on geometry and illumination effects. Particles are painted with half resolution and dynamic particles are activated. In total there are 100 spot lights, which cast shadows and 140 more light points, which don't cast shadows. On average there are 3.9 million vertices and 500'000 input patches have to be invoked. Per frame 5.1 million triangles need to be rasterized. Furthermore 1.5 million compute shaders are invoked per frame to enable particle simulations and post processing effects. On average 80 million pixels have to processed.
The second Fire Strike test is mainly about particle and GPU simulations. Particles are rendered with full resolution and dynamic lighting effects are enabled. The GPU has to render two smoke fields, six spot lights are casting shadows and 65 more don't cast shadows. On average there are 2.6 million vertices and 240'000 input patches which need processing per frame. In other words there are 5.8 million triangles per frame and 8.1 million compute shaders need to be invoked per frame. In total 170 million pixel are processed."
Graphics scores
Performance
HD7970 GE CF = 15,389 (+21%)
GTX680 SLI = 12,743
Extreme
HD7970 GE CF = 6,892 (+17%)
GTX680 SLI = 5,885
Looks legit. This is essentially what we saw with games that use DirectCompute for DX11 effects such as Sleeping Dogs, Hitman Absolution, Dirt Showdown, Sniper Elite V2. If future games start to utilize compute shaders for more DX11 effects, GK110 and even more compute-focused Maxwell would make a lot of sense for NV. This also explains why leaning towards GCN parts as opposed to Kepler for PS4/Xbox 720 could have made more sense given their long-term life expectancy.