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GeForce 8800 GTS (G80) 320MB vs GeForce GTS 250 512MB

Intro

The GeForce 8800 GTS (G80) 320MB comes with core clock speeds of 513 MHz on the GPU, and 792 MHz on the 320 MB of GDDR3 memory. It features 96 SPUs along with 48 Texture Address Units and 20 Rasterization Operator Units.

Compare those specs to the GeForce GTS 250 512MB, which comes with a GPU core clock speed of 738 MHz, and 512 MB of GDDR3 RAM running at 1100 MHz through a 256-bit bus. It also features 128 Stream Processors, 64 TAUs, and 16 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce 8800 GTS (G80) 320MB 143 Watts
GeForce GTS 250 512MB 145 Watts
Difference: 2 Watts (1%)

Memory Bandwidth

As far as performance goes, the GeForce GTS 250 512MB should in theory be just a bit better than the GeForce 8800 GTS (G80) 320MB in general. (explain)

GeForce GTS 250 512MB 70400 MB/sec
GeForce 8800 GTS (G80) 320MB 63360 MB/sec
Difference: 7040 (11%)

Texel Rate

The GeForce GTS 250 512MB is quite a bit (more or less 92%) better at texture filtering than the GeForce 8800 GTS (G80) 320MB. (explain)

GeForce GTS 250 512MB 47232 Mtexels/sec
GeForce 8800 GTS (G80) 320MB 24624 Mtexels/sec
Difference: 22608 (92%)

Pixel Rate

The GeForce GTS 250 512MB should be a bit (approximately 15%) faster with regards to full screen anti-aliasing than the GeForce 8800 GTS (G80) 320MB, and also will be capable of handling higher screen resolutions more effectively. (explain)

GeForce GTS 250 512MB 11808 Mpixels/sec
GeForce 8800 GTS (G80) 320MB 10260 Mpixels/sec
Difference: 1548 (15%)

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 GTS (G80) 320MB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

GeForce GTS 250 512MB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce 8800 GTS (G80) 320MB GeForce GTS 250 512MB
Manufacturer nVidia nVidia
Year Feb 2007 March 3, 2009
Code Name G80 G92a/b
Fab Process 90 nm 65/55 nm
Bus PCIe x16 PCIe x16 2.0
Memory 320 MB 512 MB
Core Speed 513 MHz 738 MHz
Shader Speed 1188 MHz 1836 MHz
Memory Speed 792 MHz 1100 MHz
Unified Shaders 96 128
Texture Mapping Units 48 64
Render Output Units 20 16
Bus Type GDDR3 GDDR3
Bus Width 320-bit 256-bit
DirectX Version DirectX 10 DirectX 10
OpenGL Version OpenGL 3.0 OpenGL 3.1
Power (Max TDP) 143 watts 145 watts
Shader Model 4.0 4.0
Bandwidth 63360 MB/sec 70400 MB/sec
Texel Rate 24624 Mtexels/sec 47232 Mtexels/sec
Pixel Rate 10260 Mpixels/sec 11808 Mpixels/sec

Memory Bandwidth: Bandwidth is the max amount of data (counted in megabytes per second) that can be moved over the external memory interface in one second. The number is calculated by multiplying the card's interface width by the speed of its memory. In the case of DDR memory, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed in one second. This is calculated by multiplying the total amount of texture units by the core speed of the chip. The higher the texel rate, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.

Pixel Rate: Pixel rate is the most pixels the graphics card can possibly record to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate is also dependant on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.

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