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GeForce 8500 GT vs GeForce GT 640 DDR3

Intro

The GeForce 8500 GT comes with core clock speeds of 450 MHz on the GPU, and 400 MHz on the 512 MB of DDR2 RAM. It features 16 SPUs along with 8 Texture Address Units and 4 ROPs.

Compare that to the GeForce GT 640 DDR3, which features GPU clock speed of 900 MHz, and 2048 MB of DDR3 memory running at 1782 MHz through a 128-bit bus. It also is comprised of 384 Stream Processors, 32 Texture Address Units, and 16 Raster Operation 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

In theory, the GeForce GT 640 DDR3 should be 346% quicker than the GeForce 8500 GT in general, because of its higher data rate. (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 (more or less 700%) more effective at texture filtering 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 using a high screen resolution is important to you, then the GeForce GT 640 DDR3 is a better choice, by a large margin. (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: Bandwidth is the maximum amount of information (measured in MB per second) that can be transferred over the external memory interface in a second. The number is worked out by multiplying the card's bus width by its memory clock speed. In the case of DDR type RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. 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 amount of texture map elements (texels) that are applied per second. This is calculated by multiplying the total number of texture units by the core clock speed of the chip. The higher this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.

Pixel Rate: Pixel rate is the maximum number of pixels the video card could possibly write to the local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of colour ROPs by the clock 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 fill rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.

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