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GeForce 8800 GTX vs GeForce GTX 650 Ti

Intro

The GeForce 8800 GTX comes with a GPU core clock speed of 575 MHz, and the 768 MB of GDDR3 memory runs at 900 MHz through a 384-bit bus. It also is made up of 128 SPUs, 64 TAUs, and 24 ROPs.

Compare all of that to the GeForce GTX 650 Ti, which features GPU core speed of 928 MHz, and 1024 MB of GDDR5 memory set to run at 1350 MHz through a 128-bit bus. It also features 768 Stream Processors, 64 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 Ti 110 Watts
GeForce 8800 GTX 155 Watts
Difference: 45 Watts (41%)

Memory Bandwidth

Both cards have the exact same bandwidth, so theoretically they should perform the same. (explain)

Texel Rate

The GeForce GTX 650 Ti is quite a bit (about 61%) more effective at anisotropic filtering than the GeForce 8800 GTX. (explain)

GeForce GTX 650 Ti 59392 Mtexels/sec
GeForce 8800 GTX 36800 Mtexels/sec
Difference: 22592 (61%)

Pixel Rate

The GeForce GTX 650 Ti is just a bit (more or less 8%) more effective at AA than the GeForce 8800 GTX, and capable of handling higher resolutions better. (explain)

GeForce GTX 650 Ti 14848 Mpixels/sec
GeForce 8800 GTX 13800 Mpixels/sec
Difference: 1048 (8%)

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 GTX

Amazon.com

GeForce GTX 650 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 8800 GTX GeForce GTX 650 Ti
Manufacturer nVidia nVidia
Year Nov 2006 October 2012
Code Name G80 GK106
Fab Process 90 nm 28 nm
Bus PCIe x16 PCIe 3.0 x16
Memory 768 MB 1024 MB
Core Speed 575 MHz 928 MHz
Shader Speed 1350 MHz 928 MHz
Memory Speed 900 MHz (1800 MHz effective) 1350 MHz (5400 MHz effective)
Unified Shaders 128 768
Texture Mapping Units 64 64
Render Output Units 24 16
Bus Type GDDR3 GDDR5
Bus Width 384-bit 128-bit
DirectX Version DirectX 10 DirectX 11.0
OpenGL Version OpenGL 3.0 OpenGL 4.3
Power (Max TDP) 155 watts 110 watts
Shader Model 4.0 5.0
Bandwidth 86400 MB/sec 86400 MB/sec
Texel Rate 36800 Mtexels/sec 59392 Mtexels/sec
Pixel Rate 13800 Mpixels/sec 14848 Mpixels/sec

Memory Bandwidth: Bandwidth is the max amount of data (measured in megabytes per second) that can be transported past the external memory interface in one second. It is worked out by multiplying the bus width by its memory speed. If it uses DDR type RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.

Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed per second. This figure is worked out by multiplying the total number of texture units by the core clock speed of the chip. The higher the texel rate, the better the 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 that the graphics card can possibly record to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the number of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.

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