Compare any two graphics cards:
GeForce 8800 GTS (G80) 320MB vs GeForce GTS 250 1GB
Intro
The GeForce 8800 GTS (G80) 320MB uses a 90 nm design. nVidia has set the core speed at 513 MHz. The GDDR3 memory is set to run at a frequency of 792 MHz on this specific card. It features 96 SPUs along with 48 Texture Address Units and 20 Rasterization Operator Units.
Compare those specs to the GeForce GTS 250 1GB, which has GPU core speed of 738 MHz, and 1024 MB of GDDR3 memory running at 1100 MHz through a 256-bit bus. It also features 128 SPUs, 64 Texture Address Units, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
| GeForce 8800 GTS (G80) 320MB |
|
143 Watts |
| GeForce GTS 250 1GB |
|
145 Watts |
| |
Difference: 2 Watts (1%)
|
|
Memory Bandwidth
The GeForce GTS 250 1GB, in theory, should perform just a bit faster than the GeForce 8800 GTS (G80) 320MB overall. (explain)
| GeForce GTS 250 1GB |
|
70400 MB/sec |
| GeForce 8800 GTS (G80) 320MB |
|
63360 MB/sec |
| |
Difference: 7040 (11%)
|
|
Texel Rate
The GeForce GTS 250 1GB is quite a bit (approximately 92%) better at anisotropic filtering than the GeForce 8800 GTS (G80) 320MB. (
explain)
| GeForce GTS 250 1GB |
|
47232 Mtexels/sec |
| GeForce 8800 GTS (G80) 320MB |
|
24624 Mtexels/sec |
| |
Difference: 22608 (92%)
|
|
Pixel Rate
The GeForce GTS 250 1GB will be a little bit (about 15%) more effective at full screen anti-aliasing than the GeForce 8800 GTS (G80) 320MB, and should be able to handle higher resolutions without losing too much performance. (
explain)
| GeForce GTS 250 1GB |
|
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 1GB
Amazon.com
Other US-based stores
Amazon.co.uk
Amazon.de
Amazon.fr
|
Specifications
| Model
| GeForce 8800 GTS (G80) 320MB |
GeForce GTS 250 1GB |
| 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 |
1024 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 maximum amount of information (measured in MB per second) that can be moved over the external memory interface within a second. It's calculated by multiplying the card's interface width by its memory speed. In the case of DDR type memory, it should be multiplied by 2 again. If DDR5, multiply by 4 instead.
The higher the memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This figure is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The better this number, 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 could possibly record to its local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen.
The actual pixel output rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.
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