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GeForce 8800 GT 1GB vs GeForce GTX 650

Intro

The GeForce 8800 GT 1GB comes with a core clock frequency of 600 MHz and a GDDR3 memory frequency of 900 MHz. It also features a 256-bit bus, and uses a 65 nm design. It is comprised of 112 SPUs, 56 Texture Address Units, and 16 Raster Operation Units.

Compare those specifications to the GeForce GTX 650, which features a clock frequency of 1058 MHz and a GDDR5 memory frequency of 1250 MHz. It also makes use of a 128-bit memory bus, and uses a 28 nm design. It is made up of 384 SPUs, 32 Texture Address Units, and 16 Raster Operation 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 1GB 105 Watts
Difference: 41 Watts (64%)

Memory Bandwidth

Theoretically speaking, the GeForce GTX 650 should be 39% faster than the GeForce 8800 GT 1GB overall, because of its greater bandwidth. (explain)

GeForce GTX 650 80000 MB/sec
GeForce 8800 GT 1GB 57600 MB/sec
Difference: 22400 (39%)

Texel Rate

The GeForce GTX 650 will be a bit (about 1%) faster with regards to AF than the GeForce 8800 GT 1GB. (explain)

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

Pixel Rate

The GeForce GTX 650 is much (more or less 76%) faster with regards to AA than the GeForce 8800 GT 1GB, and capable of handling higher resolutions more effectively. (explain)

GeForce GTX 650 16928 Mpixels/sec
GeForce 8800 GT 1GB 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 1GB

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 1GB 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 1024 MB 2048 MB
Core Speed 600 MHz 1058 MHz
Shader Speed 1500 MHz 1058 MHz
Memory Speed 900 MHz (1800 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 57600 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 max amount of information (measured in megabytes per second) that can be moved past the external memory interface within a second. It's worked out by multiplying the bus width by the speed of its memory. In the case of DDR memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the card's 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 are processed in one second. This is calculated by multiplying the total number of texture units by the core clock speed of the chip. The higher this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.

Pixel Rate: Pixel rate is the maximum number of pixels the graphics card could possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on quite a few 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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