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GeForce 8800 GT 512MB vs GeForce GTX 650

Intro

The GeForce 8800 GT 512MB uses a 65 nm design. nVidia has clocked the core speed at 600 MHz. The GDDR3 memory runs at a speed of 900 MHz on this specific model. It features 112 SPUs along with 56 TAUs and 16 Rasterization Operator Units.

Compare those specs to the GeForce GTX 650, which makes use of a 28 nm design. nVidia has clocked the core speed at 1058 MHz. The GDDR5 memory runs at a frequency of 1250 MHz on this model. It features 384 SPUs along with 32 TAUs and 16 ROPs.

Display Graphs

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Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GTX 650 64 Watts
GeForce 8800 GT 512MB 105 Watts
Difference: 41 Watts (64%)

Memory Bandwidth

Performance-wise, the GeForce GTX 650 should in theory be a lot better than the GeForce 8800 GT 512MB overall. (explain)

GeForce GTX 650 80000 MB/sec
GeForce 8800 GT 512MB 57600 MB/sec
Difference: 22400 (39%)

Texel Rate

The GeForce GTX 650 should be a small bit (more or less 1%) better at texture filtering than the GeForce 8800 GT 512MB. (explain)

GeForce GTX 650 33856 Mtexels/sec
GeForce 8800 GT 512MB 33600 Mtexels/sec
Difference: 256 (1%)

Pixel Rate

If using high levels of AA is important to you, then the GeForce GTX 650 is the winner, by far. (explain)

GeForce GTX 650 16928 Mpixels/sec
GeForce 8800 GT 512MB 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

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GeForce 8800 GT 512MB

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

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Model GeForce 8800 GT 512MB GeForce GTX 650
Manufacturer nVidia nVidia
Year Oct 2007 September 2012
Code Name G92 GK107
Memory 512 MB 2048 MB
Core Speed 600 MHz 1058 MHz
Memory Speed 1800 MHz 5000 MHz
Power (Max TDP) 105 watts 64 watts
Bandwidth 57600 MB/sec 80000 MB/sec
Texel Rate 33600 Mtexels/sec 33856 Mtexels/sec
Pixel Rate 9600 Mpixels/sec 16928 Mpixels/sec
Unified Shaders 112 384
Texture Mapping Units 56 32
Render Output Units 16 16
Bus Type GDDR3 GDDR5
Bus Width 256-bit 128-bit
Fab Process 65 nm 28 nm
Transistors 754 million 1300 million
Bus PCIe x16 2.0 PCIe 3.0 x16
DirectX Version DirectX 10 DirectX 11.0
OpenGL Version OpenGL 3.0 OpenGL 4.3

Memory Bandwidth: Bandwidth is the maximum amount of information (counted in megabytes per second) that can be transported over the external memory interface within a second. It is worked out by multiplying the card's interface width by its memory clock speed. If the card has DDR RAM, it should be multiplied by 2 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 higher screen resolutions.

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

Pixel Rate: Pixel rate is the maximum number of pixels the video card could possibly write to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.

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