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GeForce 8800 GT 512MB vs GeForce GTX 650

Intro

The GeForce 8800 GT 512MB has a core clock frequency of 600 MHz and a GDDR3 memory frequency of 900 MHz. It also makes use of a 256-bit bus, and makes use of a 65 nm design. It features 112 SPUs, 56 TAUs, and 16 ROPs.

Compare those specs to the GeForce GTX 650, which makes use of a 28 nm design. nVidia has set the core frequency at 1058 MHz. The GDDR5 memory is set to run at a speed of 1250 MHz on this particular model. It features 384 SPUs along with 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 512MB 105 Watts
Difference: 41 Watts (64%)

Memory Bandwidth

Theoretically speaking, the GeForce GTX 650 should be much faster 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 will be just a bit (about 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 a better choice, 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

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

Model GeForce 8800 GT 512MB GeForce GTX 650
Manufacturer nVidia nVidia
Year Oct 2007 September 2012
Code Name G92 GK107
Fab Process 65 nm 28 nm
Bus PCIe x16 2.0 PCIe 3.0 x16
Memory 512 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: Memory bandwidth is the maximum amount of information (in units of MB per second) that can be moved past the external memory interface in one second. The number is worked out by multiplying the card's interface width by its memory clock speed. In the case of DDR memory, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.

Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed 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 card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.

Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card can possibly write to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.

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