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GeForce 8300 GS (OEM) vs GeForce GTX 660 Ti

Intro

The GeForce 8300 GS (OEM) features a GPU core speed of 450 MHz, and the 128 MB of DDR2 memory runs at 400 MHz through a 64-bit bus. It also features 8 Stream Processors, 4 Texture Address Units, and 2 ROPs.

Compare that to the GeForce GTX 660 Ti, which has core speeds of 915 MHz on the GPU, and 1500 MHz on the 2048 MB of GDDR5 memory. It features 1344 SPUs along with 112 TAUs and 24 Rasterization Operator Units.

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

Theoretically speaking, the GeForce GTX 660 Ti should be much 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 much (about 5593%) faster with regards to texture filtering 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 should be quite a bit (more or less 2340%) better at FSAA than the GeForce 8300 GS (OEM), and also will be capable of handling higher screen resolutions without losing too much performance. (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

Display Prices

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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

Display 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 400 MHz (800 MHz effective) 1500 MHz (6000 MHz effective)
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: Bandwidth is the largest amount of data (counted 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 bus width by its memory speed. If the card has DDR type RAM, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed per second. This figure is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The better 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 most pixels that the graphics card could possibly write to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Raster Operations Pipelines by the the card's 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, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.

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