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GeForce 8800 GTS (G92) vs GeForce GT 640 DDR3

Intro

The GeForce 8800 GTS (G92) comes with core clock speeds of 650 MHz on the GPU, and 970 MHz on the 512 MB of GDDR3 memory. It features 128 SPUs as well as 64 TAUs and 16 Rasterization Operator Units.

Compare those specifications to the GeForce GT 640 DDR3, which features a clock speed of 900 MHz and a DDR3 memory frequency of 1782 MHz. It also features a 128-bit bus, and makes use of a 28 nm design. It features 384 SPUs, 32 TAUs, and 16 Raster Operation Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GT 640 DDR3 65 Watts
GeForce 8800 GTS (G92) 135 Watts
Difference: 70 Watts (108%)

Memory Bandwidth

Theoretically speaking, the GeForce 8800 GTS (G92) will be 9% quicker than the GeForce GT 640 DDR3 overall, because of its higher data rate. (explain)

GeForce 8800 GTS (G92) 62080 MB/sec
GeForce GT 640 DDR3 57024 MB/sec
Difference: 5056 (9%)

Texel Rate

The GeForce 8800 GTS (G92) is quite a bit (approximately 44%) more effective at anisotropic filtering than the GeForce GT 640 DDR3. (explain)

GeForce 8800 GTS (G92) 41600 Mtexels/sec
GeForce GT 640 DDR3 28800 Mtexels/sec
Difference: 12800 (44%)

Pixel Rate

The GeForce GT 640 DDR3 is a lot (more or less 38%) better at FSAA than the GeForce 8800 GTS (G92), and should be able to handle higher screen resolutions better. (explain)

GeForce GT 640 DDR3 14400 Mpixels/sec
GeForce 8800 GTS (G92) 10400 Mpixels/sec
Difference: 4000 (38%)

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 GTS (G92)

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 8800 GTS (G92) GeForce GT 640 DDR3
Manufacturer nVidia nVidia
Year Dec 2007 June 2012
Code Name G92 GK107
Fab Process 65 nm 28 nm
Bus PCIe x16 2.0 PCIe 3.0 x16
Memory 512 MB 2048 MB
Core Speed 650 MHz 900 MHz
Shader Speed 1625 MHz 900 MHz
Memory Speed 970 MHz (1940 MHz effective) 1782 MHz (3564 MHz effective)
Unified Shaders 128 384
Texture Mapping Units 64 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) 135 watts 65 watts
Shader Model 4.0 5.0
Bandwidth 62080 MB/sec 57024 MB/sec
Texel Rate 41600 Mtexels/sec 28800 Mtexels/sec
Pixel Rate 10400 Mpixels/sec 14400 Mpixels/sec

Memory Bandwidth: Bandwidth is the maximum amount of data (measured in MB per second) that can be moved across the external memory interface within a second. It's worked out by multiplying the bus width by the speed of its memory. In the case of DDR RAM, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.

Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed in one second. This is worked out by multiplying the total number of texture units by the core clock speed of the chip. The better the texel rate, the better the video card will be at handling 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 that the graphics chip could possibly record to its local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate is also dependant on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.

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