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GeForce 8500 GT vs GeForce GT 640 DDR3

Intro

The GeForce 8500 GT has a core clock frequency of 450 MHz and a DDR2 memory speed of 400 MHz. It also uses a 128-bit bus, and uses a 80 nm design. It is made up of 16 SPUs, 8 TAUs, and 4 Raster Operation Units.

Compare that to the GeForce GT 640 DDR3, which makes use of a 28 nm design. nVidia has clocked the core frequency at 900 MHz. The DDR3 memory works at a frequency of 1782 MHz on this particular card. 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 8500 GT 45 Watts
GeForce GT 640 DDR3 65 Watts
Difference: 20 Watts (44%)

Memory Bandwidth

The GeForce GT 640 DDR3, in theory, should be a lot faster than the GeForce 8500 GT overall. (explain)

GeForce GT 640 DDR3 57024 MB/sec
GeForce 8500 GT 12800 MB/sec
Difference: 44224 (346%)

Texel Rate

The GeForce GT 640 DDR3 is a lot (approximately 700%) better at AF than the GeForce 8500 GT. (explain)

GeForce GT 640 DDR3 28800 Mtexels/sec
GeForce 8500 GT 3600 Mtexels/sec
Difference: 25200 (700%)

Pixel Rate

If running with lots of anti-aliasing is important to you, then the GeForce GT 640 DDR3 is a better choice, by far. (explain)

GeForce GT 640 DDR3 14400 Mpixels/sec
GeForce 8500 GT 1800 Mpixels/sec
Difference: 12600 (700%)

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 8500 GT

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 8500 GT GeForce GT 640 DDR3
Manufacturer nVidia nVidia
Year April 2007 June 2012
Code Name G86 GK107
Fab Process 80 nm 28 nm
Bus PCIe x16, PCI, PCIe x16 2.0 PCIe 3.0 x16
Memory 512 MB 2048 MB
Core Speed 450 MHz 900 MHz
Shader Speed 900 MHz 900 MHz
Memory Speed 400 MHz (800 MHz effective) 1782 MHz (3564 MHz effective)
Unified Shaders 16 384
Texture Mapping Units 8 32
Render Output Units 4 16
Bus Type DDR2 DDR3
Bus Width 128-bit 128-bit
DirectX Version DirectX 10 DirectX 11.0
OpenGL Version OpenGL 3.0 OpenGL 4.2
Power (Max TDP) 45 watts 65 watts
Shader Model 4.0 5.0
Bandwidth 12800 MB/sec 57024 MB/sec
Texel Rate 3600 Mtexels/sec 28800 Mtexels/sec
Pixel Rate 1800 Mpixels/sec 14400 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the largest amount of information (counted in MB per second) that can be moved past the external memory interface in a second. The number is calculated by multiplying the card's bus width by its memory clock speed. If it uses DDR memory, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the faster 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 processed per second. This figure is calculated by multiplying the total texture units by the core speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.

Pixel Rate: Pixel rate is the most pixels the graphics card could possibly write to the local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of ROPs by the the core clock speed. 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 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 ability to reach the maximum fill rate.

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