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GeForce 8300 GS (OEM) vs GeForce GTX 660 Ti

Intro

The GeForce 8300 GS (OEM) uses a 80 nm design. nVidia has clocked the core frequency at 450 MHz. The DDR2 memory is set to run at a frequency of 400 MHz on this specific card. It features 8 SPUs as well as 4 Texture Address Units and 2 Rasterization Operator Units.

Compare those specs to the GeForce GTX 660 Ti, which comes with a core clock speed of 915 MHz and a GDDR5 memory frequency of 1500 MHz. It also makes use of a 192-bit memory bus, and makes use of a 28 nm design. It features 1344 SPUs, 112 TAUs, and 24 ROPs.

Display Graphs

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(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce 8300 GS (OEM) 40 Watts
GeForce GTX 660 Ti 150 Watts
Difference: 110 Watts (275%)

Memory Bandwidth

In theory, the GeForce GTX 660 Ti should perform a lot faster than the GeForce 8300 GS (OEM) in general. (explain)

GeForce GTX 660 Ti 144000 MB/sec
GeForce 8300 GS (OEM) 6400 MB/sec
Difference: 137600 (2150%)

Texel Rate

The GeForce GTX 660 Ti should be quite a bit (approximately 5593%) more effective at AF than the GeForce 8300 GS (OEM). (explain)

GeForce GTX 660 Ti 102480 Mtexels/sec
GeForce 8300 GS (OEM) 1800 Mtexels/sec
Difference: 100680 (5593%)

Pixel Rate

The GeForce GTX 660 Ti is quite a bit (about 2340%) more effective at full screen anti-aliasing than the GeForce 8300 GS (OEM), and able to handle higher resolutions better. (explain)

GeForce GTX 660 Ti 21960 Mpixels/sec
GeForce 8300 GS (OEM) 900 Mpixels/sec
Difference: 21060 (2340%)

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

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GeForce 8300 GS (OEM)

Amazon.com

GeForce GTX 660 Ti

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

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Model GeForce 8300 GS (OEM) GeForce GTX 660 Ti
Manufacturer nVidia nVidia
Year July 2007 August 2012
Code Name G86 GK104
Fab Process 80 nm 28 nm
Bus PCI Express x16 PCIe 3.0 x16
Memory 128 MB 2048 MB
Core Speed 450 MHz 915 MHz
Shader Speed 900 MHz 915 MHz
Memory Speed 800 MHz 6000 MHz
Unified Shaders 8 1344
Texture Mapping Units 4 112
Render Output Units 2 24
Bus Type DDR2 GDDR5
Bus Width 64-bit 192-bit
DirectX Version DirectX 10 DirectX 11.0
OpenGL Version OpenGL 3.0 OpenGL 4.3
Power (Max TDP) 40 watts 150 watts
Shader Model 4.0 5.0
Bandwidth 6400 MB/sec 144000 MB/sec
Texel Rate 1800 Mtexels/sec 102480 Mtexels/sec
Pixel Rate 900 Mpixels/sec 21960 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the maximum amount of information (measured in megabytes per second) that can be transferred over the external memory interface within a second. It's worked out by multiplying the card's interface width by its memory clock speed. If the card has DDR type memory, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the better 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 texture map elements (texels) that can be applied in one second. This is worked out by multiplying the total amount of texture units of the card by the core 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 applied per second.

Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly record to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of ROPs by the the core 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 fill rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.

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