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GeForce 8800 GTS (G80) 320MB vs Radeon HD 5750 512MB

Intro

The GeForce 8800 GTS (G80) 320MB comes with a core clock frequency of 513 MHz and a GDDR3 memory speed of 792 MHz. It also makes use of a 320-bit memory bus, and makes use of a 90 nm design. It features 96 SPUs, 48 TAUs, and 20 ROPs.

Compare that to the Radeon HD 5750 512MB, which comes with GPU clock speed of 700 MHz, and 512 MB of GDDR5 memory set to run at 1150 MHz through a 128-bit bus. It also is comprised of 720(144x5) Stream Processors, 36 TAUs, and 16 Raster Operation Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon HD 5750 512MB 86 Watts
GeForce 8800 GTS (G80) 320MB 143 Watts
Difference: 57 Watts (66%)

Memory Bandwidth

As far as performance goes, the Radeon HD 5750 512MB should theoretically be just a bit superior to the GeForce 8800 GTS (G80) 320MB in general. (explain)

Radeon HD 5750 512MB 73600 MB/sec
GeForce 8800 GTS (G80) 320MB 63360 MB/sec
Difference: 10240 (16%)

Texel Rate

The Radeon HD 5750 512MB should be a bit (about 2%) better at AF than the GeForce 8800 GTS (G80) 320MB. (explain)

Radeon HD 5750 512MB 25200 Mtexels/sec
GeForce 8800 GTS (G80) 320MB 24624 Mtexels/sec
Difference: 576 (2%)

Pixel Rate

If running with high levels of AA is important to you, then the Radeon HD 5750 512MB is the winner, though only just barely. (explain)

Radeon HD 5750 512MB 11200 Mpixels/sec
GeForce 8800 GTS (G80) 320MB 10260 Mpixels/sec
Difference: 940 (9%)

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

Please note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.

GeForce 8800 GTS (G80) 320MB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Radeon HD 5750 512MB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce 8800 GTS (G80) 320MB Radeon HD 5750 512MB
Manufacturer nVidia ATi
Year Feb 2007 October 13, 2009
Code Name G80 Juniper LE
Fab Process 90 nm 40 nm
Bus PCIe x16 PCIe 2.1 x16
Memory 320 MB 512 MB
Core Speed 513 MHz 700 MHz
Shader Speed 1188 MHz (N/A) MHz
Memory Speed 792 MHz 1150 MHz
Unified Shaders 96 720(144x5)
Texture Mapping Units 48 36
Render Output Units 20 16
Bus Type GDDR3 GDDR5
Bus Width 320-bit 128-bit
DirectX Version DirectX 10 DirectX 11
OpenGL Version OpenGL 3.0 OpenGL 3.2
Power (Max TDP) 143 watts 86 watts
Shader Model 4.0 5.0
Bandwidth 63360 MB/sec 73600 MB/sec
Texel Rate 24624 Mtexels/sec 25200 Mtexels/sec
Pixel Rate 10260 Mpixels/sec 11200 Mpixels/sec

Memory Bandwidth: Bandwidth is the maximum amount of data (measured in megabytes per second) that can be transported across the external memory interface within a second. It is calculated by multiplying the card's bus width by the speed of its memory. If it uses DDR type memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.

Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied in one second. This is worked out 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 applied in a second.

Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card can possibly write to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the number of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.

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