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GeForce 8800 GT 512MB vs GeForce GTX 780 Ti

Intro

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

Compare that to the GeForce GTX 780 Ti, which comes with clock speeds of 875 MHz on the GPU, and 1750 MHz on the 3072 MB of GDDR5 RAM. It features 2880 SPUs as well as 240 TAUs and 48 Rasterization Operator Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce 8800 GT 512MB 105 Watts
GeForce GTX 780 Ti 250 Watts
Difference: 145 Watts (138%)

Memory Bandwidth

The GeForce GTX 780 Ti should theoretically be quite a bit faster than the GeForce 8800 GT 512MB overall. (explain)

GeForce GTX 780 Ti 336000 MB/sec
GeForce 8800 GT 512MB 57600 MB/sec
Difference: 278400 (483%)

Texel Rate

The GeForce GTX 780 Ti is much (approximately 525%) faster with regards to texture filtering than the GeForce 8800 GT 512MB. (explain)

GeForce GTX 780 Ti 210000 Mtexels/sec
GeForce 8800 GT 512MB 33600 Mtexels/sec
Difference: 176400 (525%)

Pixel Rate

The GeForce GTX 780 Ti is much (about 338%) more effective at anti-aliasing than the GeForce 8800 GT 512MB, and also capable of handling higher resolutions more effectively. (explain)

GeForce GTX 780 Ti 42000 Mpixels/sec
GeForce 8800 GT 512MB 9600 Mpixels/sec
Difference: 32400 (338%)

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 780 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 GT 512MB GeForce GTX 780 Ti
Manufacturer nVidia nVidia
Year Oct 2007 November 2013
Code Name G92 GK110
Fab Process 65 nm 28 nm
Bus PCIe x16 2.0 PCIe 3.0 x16
Memory 512 MB 3072 MB
Core Speed 600 MHz 875 MHz
Shader Speed 1500 MHz (N/A) MHz
Memory Speed 900 MHz (1800 MHz effective) 1750 MHz (7000 MHz effective)
Unified Shaders 112 2880
Texture Mapping Units 56 240
Render Output Units 16 48
Bus Type GDDR3 GDDR5
Bus Width 256-bit 384-bit
DirectX Version DirectX 10 DirectX 11.0
OpenGL Version OpenGL 3.0 OpenGL 4.4
Power (Max TDP) 105 watts 250 watts
Shader Model 4.0 5.0
Bandwidth 57600 MB/sec 336000 MB/sec
Texel Rate 33600 Mtexels/sec 210000 Mtexels/sec
Pixel Rate 9600 Mpixels/sec 42000 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the max amount of data (in units of MB per second) that can be transferred across the external memory interface within a second. It is worked out by multiplying the card's bus width by its memory speed. In the case of DDR type memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher 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 figure is calculated by multiplying the total number of texture units of the card by the core speed of the chip. The better the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.

Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly record to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the number of colour ROPs 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 fill rate is also dependant on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.

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