Compare any two graphics cards:
GeForce 8800 GTS (G92) vs GeForce GTS 250 1GB
Intro
The GeForce 8800 GTS (G92) comes with core clock speeds of 650 MHz on the GPU, and 970 MHz on the 512 MB of GDDR3 memory. It features 128 SPUs along with 64 Texture Address Units and 16 Rasterization Operator Units.
Compare those specifications to the GeForce GTS 250 1GB, which features GPU core speed of 738 MHz, and 1024 MB of GDDR3 memory set to run at 1100 MHz through a 256-bit bus. It also is comprised of 128 Stream Processors, 64 TAUs, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
| GeForce 8800 GTS (G92) |
|
135 Watts |
| GeForce GTS 250 1GB |
|
145 Watts |
| |
Difference: 10 Watts (7%)
|
|
Memory Bandwidth
In theory, the GeForce GTS 250 1GB should perform just a bit faster than the GeForce 8800 GTS (G92) in general. (explain)
| GeForce GTS 250 1GB |
|
70400 MB/sec |
| GeForce 8800 GTS (G92) |
|
62080 MB/sec |
| |
Difference: 8320 (13%)
|
|
Texel Rate
The GeForce GTS 250 1GB should be just a bit (approximately 14%) faster with regards to texture filtering than the GeForce 8800 GTS (G92). (
explain)
| GeForce GTS 250 1GB |
|
47232 Mtexels/sec |
| GeForce 8800 GTS (G92) |
|
41600 Mtexels/sec |
| |
Difference: 5632 (14%)
|
|
Pixel Rate
If using lots of anti-aliasing is important to you, then the GeForce GTS 250 1GB is superior to the GeForce 8800 GTS (G92), but only just. (
explain)
| GeForce GTS 250 1GB |
|
11808 Mpixels/sec |
| GeForce 8800 GTS (G92) |
|
10400 Mpixels/sec |
| |
Difference: 1408 (14%)
|
|
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 (G92)
Amazon.com
Other US-based stores
Amazon.co.uk
Amazon.de
Amazon.fr
|
GeForce GTS 250 1GB
Amazon.com
Other US-based stores
Amazon.co.uk
Amazon.de
Amazon.fr
|
Specifications
| Model
| GeForce 8800 GTS (G92) |
GeForce GTS 250 1GB |
| Manufacturer
| nVidia |
nVidia |
| Year
| Dec 2007 |
March 3, 2009 |
| Code Name
| G92 |
G92a/b |
| Fab Process
| 65 nm |
65/55 nm |
| Bus
| PCIe x16 2.0 |
PCIe x16 2.0 |
| Memory
| 512 MB |
1024 MB |
| Core Speed
| 650 MHz |
738 MHz |
| Shader Speed
| 1625 MHz |
1836 MHz |
| Memory Speed
| 970 MHz |
1100 MHz |
| Unified Shaders
| 128 |
128 |
| Texture Mapping Units
| 64 |
64 |
| Render Output Units
| 16 |
16 |
| Bus Type
| GDDR3 |
GDDR3 |
| Bus Width
| 256-bit |
256-bit |
| DirectX Version
| DirectX 10 |
DirectX 10 |
| OpenGL Version
| OpenGL 3.0 |
OpenGL 3.1 |
| Power (Max TDP)
| 135 watts |
145 watts |
| Shader Model
| 4.0 |
4.0 |
| Bandwidth
| 62080 MB/sec |
70400 MB/sec |
| Texel Rate
| 41600 Mtexels/sec |
47232 Mtexels/sec |
| Pixel Rate
| 10400 Mpixels/sec |
11808 Mpixels/sec |
Memory Bandwidth: Bandwidth is the largest amount of information (counted in megabytes per second) that can be moved across the external memory interface in one second. The number is worked out by multiplying the card's bus width by the speed of its memory. If it uses DDR RAM, the result should be multiplied by 2 once 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, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This number is calculated by multiplying the total amount of texture units of the card by the core speed of the chip. The better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip can possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of 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 lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.
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