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GeForce 8800 GTS (G80) 640MB vs Radeon HD 5750 512MB

Intro

The GeForce 8800 GTS (G80) 640MB makes use of a 90 nm design. nVidia has set the core speed at 513 MHz. The GDDR3 memory runs at a speed of 792 MHz on this specific card. It features 96 SPUs as well as 48 TAUs and 20 ROPs.

Compare those specs to the Radeon HD 5750 512MB, which uses a 40 nm design. ATi has clocked the core frequency at 700 MHz. The GDDR5 RAM runs at a frequency of 1150 MHz on this particular model. It features 720(144x5) SPUs as well as 36 TAUs and 16 ROPs.

(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) 640MB 143 Watts
Difference: 57 Watts (66%)

Memory Bandwidth

The Radeon HD 5750 512MB should in theory perform a little bit faster than the GeForce 8800 GTS (G80) 640MB overall. (explain)

Radeon HD 5750 512MB 73600 MB/sec
GeForce 8800 GTS (G80) 640MB 63360 MB/sec
Difference: 10240 (16%)

Texel Rate

The Radeon HD 5750 512MB will be a small bit (more or less 2%) more effective at AF than the GeForce 8800 GTS (G80) 640MB. (explain)

Radeon HD 5750 512MB 25200 Mtexels/sec
GeForce 8800 GTS (G80) 640MB 24624 Mtexels/sec
Difference: 576 (2%)

Pixel Rate

The Radeon HD 5750 512MB is a little bit (approximately 9%) more effective at full screen anti-aliasing than the GeForce 8800 GTS (G80) 640MB, and will be capable of handling higher resolutions better. (explain)

Radeon HD 5750 512MB 11200 Mpixels/sec
GeForce 8800 GTS (G80) 640MB 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) 640MB

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) 640MB Radeon HD 5750 512MB
Manufacturer nVidia ATi
Year Nov 2006 (640) October 13, 2009
Code Name G80 Juniper LE
Fab Process 90 nm 40 nm
Bus PCIe x16 PCIe 2.1 x16
Memory 640 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: Memory bandwidth is the largest amount of data (counted in megabytes per second) that can be transported across the external memory interface in one second. The number is calculated by multiplying the bus width by its memory speed. In the case of DDR type memory, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied per second. This figure is calculated by multiplying the total number of texture units of the card by the core speed of the chip. The better the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.

Pixel Rate: Pixel rate is the most pixels the video card could possibly record to its local memory in a 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 - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.

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