Compare any two graphics cards:
GeForce 8800 Ultra vs GeForce GTX 260
Intro
The GeForce 8800 Ultra uses a 90 nm design. nVidia has clocked the core frequency at 612 MHz. The GDDR3 RAM runs at a speed of 1080 MHz on this specific model. It features 128 SPUs as well as 64 TAUs and 24 Rasterization Operator Units.
Compare those specifications to the GeForce GTX 260, which uses a 65 nm design. nVidia has clocked the core speed at 576 MHz. The GDDR3 RAM runs at a frequency of 999 MHz on this particular model. It features 192 SPUs as well as 64 Texture Address Units and 28 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
| GeForce 8800 Ultra |
|
171 Watts |
| GeForce GTX 260 |
|
182 Watts |
| |
Difference: 11 Watts (6%)
|
|
Memory Bandwidth
Performance-wise, the GeForce GTX 260 should in theory be a small bit superior to the GeForce 8800 Ultra overall. (explain)
| GeForce GTX 260 |
|
111888 MB/sec |
| GeForce 8800 Ultra |
|
103680 MB/sec |
| |
Difference: 8208 (8%)
|
|
Texel Rate
The GeForce 8800 Ultra will be a bit (approximately 6%) faster with regards to AF than the GeForce GTX 260. (
explain)
| GeForce 8800 Ultra |
|
39168 Mtexels/sec |
| GeForce GTX 260 |
|
36864 Mtexels/sec |
| |
Difference: 2304 (6%)
|
|
Pixel Rate
If running with a high resolution is important to you, then the GeForce GTX 260 is a better choice, but only just. (
explain)
| GeForce GTX 260 |
|
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
Amazon.com
Other US-based stores
Amazon.co.uk
Amazon.de
Amazon.fr
|
Specifications
| Model
| GeForce 8800 Ultra |
GeForce GTX 260 |
| Manufacturer
| nVidia |
nVidia |
| Year
| May 2007 |
June 16, 2008 |
| Code Name
| G80 |
G200 |
| Fab Process
| 90 nm |
65 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 |
192 |
| Texture Mapping Units
| 64 |
64 |
| 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 |
182 watts |
| Shader Model
| 4.0 |
4.0 |
| Bandwidth
| 103680 MB/sec |
111888 MB/sec |
| Texel Rate
| 39168 Mtexels/sec |
36864 Mtexels/sec |
| Pixel Rate
| 14688 Mpixels/sec |
16128 Mpixels/sec |
Memory Bandwidth: Memory bandwidth is the maximum amount of information (measured in 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 the card has DDR memory, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x.
The higher the memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed in one second. This is worked out by multiplying the total number of texture units by the core speed of the chip. The better the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly write to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the number of ROPs by the the core clock speed. 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 rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.
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