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GeForce 8800 GT 256MB vs GeForce GTX 650

Intro

The GeForce 8800 GT 256MB features a GPU clock speed of 600 MHz, and the 256 MB of GDDR3 RAM is set to run at 700 MHz through a 256-bit bus. It also features 112 Stream Processors, 56 Texture Address Units, and 16 ROPs.

Compare all that to the GeForce GTX 650, which uses a 28 nm design. nVidia has set the core speed at 1058 MHz. The GDDR5 RAM runs at a frequency of 1250 MHz on this particular card. It features 384 SPUs as well as 32 Texture Address Units and 16 Rasterization Operator Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GTX 650 64 Watts
GeForce 8800 GT 256MB 105 Watts
Difference: 41 Watts (64%)

Memory Bandwidth

The GeForce GTX 650 should theoretically be much faster than the GeForce 8800 GT 256MB in general. (explain)

GeForce GTX 650 80000 MB/sec
GeForce 8800 GT 256MB 44800 MB/sec
Difference: 35200 (79%)

Texel Rate

The GeForce GTX 650 should be just a bit (about 1%) faster with regards to anisotropic filtering than the GeForce 8800 GT 256MB. (explain)

GeForce GTX 650 33856 Mtexels/sec
GeForce 8800 GT 256MB 33600 Mtexels/sec
Difference: 256 (1%)

Pixel Rate

The GeForce GTX 650 is much (about 76%) faster with regards to full screen anti-aliasing than the GeForce 8800 GT 256MB, and capable of handling higher resolutions more effectively. (explain)

GeForce GTX 650 16928 Mpixels/sec
GeForce 8800 GT 256MB 9600 Mpixels/sec
Difference: 7328 (76%)

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 8800 GT 256MB

Amazon.com

GeForce GTX 650

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 8800 GT 256MB GeForce GTX 650
Manufacturer nVidia nVidia
Year Dec 2007 September 2012
Code Name G92 GK107
Fab Process 65 nm 28 nm
Bus PCIe x16 2.0 PCIe 3.0 x16
Memory 256 MB 2048 MB
Core Speed 600 MHz 1058 MHz
Shader Speed 1500 MHz 1058 MHz
Memory Speed 700 MHz (1400 MHz effective) 1250 MHz (5000 MHz effective)
Unified Shaders 112 384
Texture Mapping Units 56 32
Render Output Units 16 16
Bus Type GDDR3 GDDR5
Bus Width 256-bit 128-bit
DirectX Version DirectX 10 DirectX 11.0
OpenGL Version OpenGL 3.0 OpenGL 4.3
Power (Max TDP) 105 watts 64 watts
Shader Model 4.0 5.0
Bandwidth 44800 MB/sec 80000 MB/sec
Texel Rate 33600 Mtexels/sec 33856 Mtexels/sec
Pixel Rate 9600 Mpixels/sec 16928 Mpixels/sec

Memory Bandwidth: Bandwidth is the largest amount of information (in units of megabytes per second) that can be transferred across the external memory interface in a second. It's calculated by multiplying the interface width by its memory speed. In the case of DDR RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed in one second. This is calculated by multiplying the total number of texture units of the card by the core speed of the chip. The higher this number, the better the 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 the graphics card could possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.

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