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GeForce 8800 GT 512MB vs GeForce GTX 780 Ti

Intro

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

Compare those specs to the GeForce GTX 780 Ti, which uses a 28 nm design. nVidia has set the core frequency at 875 MHz. The GDDR5 memory runs at a speed of 1750 MHz on this particular card. It features 2880 SPUs along with 240 Texture Address Units and 48 ROPs.

(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

Theoretically, the GeForce GTX 780 Ti should be a lot 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 will be quite a bit (about 525%) faster with regards to AF 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 should be quite a bit (about 338%) better at anti-aliasing than the GeForce 8800 GT 512MB, and will be able to handle higher resolutions without slowing down too much. (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 largest amount of data (in units of megabytes per second) that can be transferred over the external memory interface in one second. It is worked out by multiplying the interface width by its memory speed. If it uses DDR type memory, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the card's 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 amount of texture map elements (texels) that are applied per second. This is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The better the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.

Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly write to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the number of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.

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