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GeForce 8800 GTX vs Geforce GTX 680

Intro

The GeForce 8800 GTX comes with a GPU core speed of 575 MHz, and the 768 MB of GDDR3 memory is set to run at 900 MHz through a 384-bit bus. It also is comprised of 128 Stream Processors, 64 TAUs, and 24 Raster Operation Units.

Compare those specifications to the Geforce GTX 680, which comes with a GPU core clock speed of 1006 MHz, and 2048 MB of GDDR5 RAM running at 1502 MHz through a 256-bit bus. It also is made up of 1536 SPUs, 128 TAUs, and 32 Raster Operation Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce 8800 GTX 155 Watts
Geforce GTX 680 195 Watts
Difference: 40 Watts (26%)

Memory Bandwidth

The Geforce GTX 680 should in theory perform quite a bit faster than the GeForce 8800 GTX in general. (explain)

Geforce GTX 680 192256 MB/sec
GeForce 8800 GTX 86400 MB/sec
Difference: 105856 (123%)

Texel Rate

The Geforce GTX 680 will be much (about 250%) better at anisotropic filtering than the GeForce 8800 GTX. (explain)

Geforce GTX 680 128768 Mtexels/sec
GeForce 8800 GTX 36800 Mtexels/sec
Difference: 91968 (250%)

Pixel Rate

The Geforce GTX 680 is much (more or less 133%) more effective at AA than the GeForce 8800 GTX, and also will be capable of handling higher screen resolutions without slowing down too much. (explain)

Geforce GTX 680 32192 Mpixels/sec
GeForce 8800 GTX 13800 Mpixels/sec
Difference: 18392 (133%)

Please note that the above 'benchmarks' are all just theoretical - the results were calculated based on the card's specifications, and real-world performance may (and probably will) vary at least a bit.

Price Comparison

GeForce 8800 GTX

Amazon.com

Geforce GTX 680

Amazon.com

Please note that the price comparisons are based on search keywords - sometimes it might show cards with very similar names that are not exactly the same as the one chosen in the comparison. We do try to filter out the wrong results as best we can, though.

Specifications

Model GeForce 8800 GTX Geforce GTX 680
Manufacturer nVidia nVidia
Year Nov 2006 March 2012
Code Name G80 GK104
Fab Process 90 nm 28 nm
Bus PCIe x16 PCIe 3.0 x16
Memory 768 MB 2048 MB
Core Speed 575 MHz 1006 MHz
Shader Speed 1350 MHz 1006 MHz
Memory Speed 900 MHz (1800 MHz effective) 1502 MHz (6008 MHz effective)
Unified Shaders 128 1536
Texture Mapping Units 64 128
Render Output Units 24 32
Bus Type GDDR3 GDDR5
Bus Width 384-bit 256-bit
DirectX Version DirectX 10 DirectX 11.0
OpenGL Version OpenGL 3.0 OpenGL 4.2
Power (Max TDP) 155 watts 195 watts
Shader Model 4.0 5.0
Bandwidth 86400 MB/sec 192256 MB/sec
Texel Rate 36800 Mtexels/sec 128768 Mtexels/sec
Pixel Rate 13800 Mpixels/sec 32192 Mpixels/sec

Memory Bandwidth: Bandwidth is the max amount of information (measured in megabytes per second) that can be moved past the external memory interface in a second. It's calculated by multiplying the card's bus width by its memory speed. If the card has DDR memory, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.

Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied in one second. This number is calculated by multiplying the total texture units of the card by the core speed of the chip. The higher the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.

Pixel Rate: Pixel rate is the maximum number of pixels the video card could possibly write to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate also depends on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.

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