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GeForce 8300 GS (OEM) vs GeForce GTX 660 Ti

Intro

The GeForce 8300 GS (OEM) has a GPU core clock speed of 450 MHz, and the 128 MB of DDR2 RAM runs at 400 MHz through a 64-bit bus. It also is comprised of 8 SPUs, 4 Texture Address Units, and 2 Raster Operation Units.

Compare that to the GeForce GTX 660 Ti, which features a GPU core clock speed of 915 MHz, and 2048 MB of GDDR5 RAM running at 1500 MHz through a 192-bit bus. It also is comprised of 1344 Stream Processors, 112 Texture Address Units, and 24 Raster Operation Units.

(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, the GeForce GTX 660 Ti should perform quite a bit 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 a lot (more or less 5593%) more effective at anisotropic 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 will be a lot (about 2340%) better at AA than the GeForce 8300 GS (OEM), and should be capable of handling higher screen resolutions without slowing down too much. (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

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

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 information (measured in megabytes per second) that can be transferred across the external memory interface in one second. It is worked out by multiplying the card's interface width by its memory clock speed. If it uses DDR type RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This number is worked out by multiplying the total amount of texture units of the card by the core speed of the chip. The higher the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.

Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly record to its local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called 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, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.

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