Compare any two graphics cards:
GeForce 8800 Ultra vs GeForce GTX 260 216SP 55 nm
Intro
The GeForce 8800 Ultra has a GPU core speed of 612 MHz, and the 768 MB of GDDR3 RAM is set to run at 1080 MHz through a 384-bit bus. It also features 128 SPUs, 64 Texture Address Units, and 24 ROPs.
Compare all that to the GeForce GTX 260 216SP 55 nm, which uses a 55 nm design. nVidia has clocked the core frequency at 576 MHz. The GDDR3 memory works at a frequency of 999 MHz on this particular model. It features 216 SPUs as well as 72 TAUs and 28 ROPs.
Power Usage and Theoretical Benchmarks
Both cards have the same power consumption.
Memory Bandwidth
The GeForce GTX 260 216SP 55 nm should theoretically perform a bit faster than the GeForce 8800 Ultra overall. (explain)
| GeForce GTX 260 216SP 55 nm |
|
111888 MB/sec |
| GeForce 8800 Ultra |
|
103680 MB/sec |
| |
Difference: 8208 (8%)
|
|
Texel Rate
The GeForce GTX 260 216SP 55 nm will be a little bit (approximately 6%) faster with regards to AF than the GeForce 8800 Ultra. (
explain)
| GeForce GTX 260 216SP 55 nm |
|
41472 Mtexels/sec |
| GeForce 8800 Ultra |
|
39168 Mtexels/sec |
| |
Difference: 2304 (6%)
|
|
Pixel Rate
If running with high levels of AA is important to you, then the GeForce GTX 260 216SP 55 nm is a better choice, but it probably won't make a huge difference. (
explain)
| GeForce GTX 260 216SP 55 nm |
|
16128 Mpixels/sec |
| GeForce 8800 Ultra |
|
14688 Mpixels/sec |
| |
Difference: 1440 (10%)
|
|
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
Please note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
GeForce 8800 Ultra
Amazon.com
Other US-based stores
Amazon.co.uk
Amazon.de
Amazon.fr
|
GeForce GTX 260 216SP 55 nm
Amazon.com
Other US-based stores
Amazon.co.uk
Amazon.de
Amazon.fr
|
Specifications
| Model
| GeForce 8800 Ultra |
GeForce GTX 260 216SP 55 nm |
| Manufacturer
| nVidia |
nVidia |
| Year
| May 2007 |
December 22, 2008 |
| Code Name
| G80 |
G200b |
| Fab Process
| 90 nm |
55 nm |
| Bus
| PCIe x16 |
PCIe x16 2.0 |
| Memory
| 768 MB |
896 MB |
| Core Speed
| 612 MHz |
576 MHz |
| Shader Speed
| 1500 MHz |
1242 MHz |
| Memory Speed
| 1080 MHz |
999 MHz |
| Unified Shaders
| 128 |
216 |
| Texture Mapping Units
| 64 |
72 |
| Render Output Units
| 24 |
28 |
| Bus Type
| GDDR3 |
GDDR3 |
| Bus Width
| 384-bit |
448-bit |
| DirectX Version
| DirectX 10 |
DirectX 10 |
| OpenGL Version
| OpenGL 3.0 |
OpenGL 3.1 |
| Power (Max TDP)
| 171 watts |
171 watts |
| Shader Model
| 4.0 |
4.0 |
| Bandwidth
| 103680 MB/sec |
111888 MB/sec |
| Texel Rate
| 39168 Mtexels/sec |
41472 Mtexels/sec |
| Pixel Rate
| 14688 Mpixels/sec |
16128 Mpixels/sec |
Memory Bandwidth: Bandwidth is the maximum amount of data (in units of MB per second) that can be transported over the external memory interface in one second. It's calculated by multiplying the card's bus width by the speed of its memory. If it uses DDR type memory, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead.
The better the card's memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied per second. This is calculated by multiplying the total texture units by the core clock speed of the chip. The higher the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card can possibly record to the local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image).
The actual pixel fill rate also depends on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.
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