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GeForce 9800 GT 1GB vs GeForce GT 640 DDR3

Intro

The GeForce 9800 GT 1GB features a core clock speed of 600 MHz and a GDDR3 memory speed of 900 MHz. It also uses a 256-bit memory bus, and uses a 65/55 nm design. It is comprised of 112 SPUs, 56 TAUs, and 16 ROPs.

Compare that to the GeForce GT 640 DDR3, which features core clock speeds of 900 MHz on the GPU, and 1782 MHz on the 2048 MB of DDR3 memory. It features 384 SPUs along with 32 Texture Address Units and 16 Rasterization Operator Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GT 640 DDR3 65 Watts
GeForce 9800 GT 1GB 105 Watts
Difference: 40 Watts (62%)

Memory Bandwidth

Theoretically, the GeForce 9800 GT 1GB should perform a little bit faster than the GeForce GT 640 DDR3 in general. (explain)

GeForce 9800 GT 1GB 57600 MB/sec
GeForce GT 640 DDR3 57024 MB/sec
Difference: 576 (1%)

Texel Rate

The GeForce 9800 GT 1GB is a little bit (more or less 17%) faster with regards to texture filtering than the GeForce GT 640 DDR3. (explain)

GeForce 9800 GT 1GB 33600 Mtexels/sec
GeForce GT 640 DDR3 28800 Mtexels/sec
Difference: 4800 (17%)

Pixel Rate

The GeForce GT 640 DDR3 should be quite a bit (more or less 50%) faster with regards to AA than the GeForce 9800 GT 1GB, and also should be able to handle higher resolutions without losing too much performance. (explain)

GeForce GT 640 DDR3 14400 Mpixels/sec
GeForce 9800 GT 1GB 9600 Mpixels/sec
Difference: 4800 (50%)

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 9800 GT 1GB

Amazon.com

GeForce GT 640 DDR3

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 9800 GT 1GB GeForce GT 640 DDR3
Manufacturer nVidia nVidia
Year July 2008 June 2012
Code Name G92a/b GK107
Fab Process 65/55 nm 28 nm
Bus PCIe x16 2.0 PCIe 3.0 x16
Memory 1024 MB 2048 MB
Core Speed 600 MHz 900 MHz
Shader Speed 1500 MHz 900 MHz
Memory Speed 900 MHz (1800 MHz effective) 1782 MHz (3564 MHz effective)
Unified Shaders 112 384
Texture Mapping Units 56 32
Render Output Units 16 16
Bus Type GDDR3 DDR3
Bus Width 256-bit 128-bit
DirectX Version DirectX 10 DirectX 11.0
OpenGL Version OpenGL 3.0 OpenGL 4.2
Power (Max TDP) 105 watts 65 watts
Shader Model 4.0 5.0
Bandwidth 57600 MB/sec 57024 MB/sec
Texel Rate 33600 Mtexels/sec 28800 Mtexels/sec
Pixel Rate 9600 Mpixels/sec 14400 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the maximum amount of data (in units of MB per second) that can be transported across the external memory interface in a second. It is calculated by multiplying the bus width by its memory clock speed. If it uses DDR memory, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.

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

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

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