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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.

Battlefield Bad Company 2

Settings: High Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce GTS 250 1GB 25 FPS
GeForce 8800 GTS (G80) 320MB 6 FPS
Difference: 19 FPS (317%)

F.E.A.R. 2

Settings: Maximum Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Unknown (Source)
GeForce GTS 250 1GB 48 FPS
GeForce 8800 GTS (G80) 320MB 28 FPS
Difference: 20 FPS (71%)

Fallout 3

Settings: Very High Quality
AA: 4x
AF: 8x
Resolution: 1680x1050
Test Machine: Tom's Hardware Charts Test Rig (Source)
GeForce GTS 250 1GB 66 FPS
GeForce 8800 GTS (G80) 320MB 21 FPS
Difference: 45 FPS (214%)

Far Cry 2

Settings: Very High Qualty
AA: none
AF: none
Resolution: 1920x1200
Test Machine: Intel Core i7-920,3 x 2 GB Ram,Windows Vista Ultimate 32 Bit SP1 (Source)
GeForce GTS 250 1GB 50 FPS
GeForce 8800 GTS (G80) 320MB 23 FPS
Difference: 27 FPS (117%)

Left4Dead

Settings: Very High Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Tom's Hardware Charts Test Rig (Source)
GeForce GTS 250 1GB 56 FPS
GeForce 8800 GTS (G80) 320MB 35 FPS
Difference: 21 FPS (60%)

Left4Dead 2

Settings: Very High
AA: 8x
AF: 16x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce GTS 250 1GB 58 FPS
GeForce 8800 GTS (G80) 320MB 27 FPS
Difference: 31 FPS (115%)

Mass Effect 2

Settings: Maximum Quality
AA: none
AF: 8x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce GTS 250 1GB 70 FPS
GeForce 8800 GTS (G80) 320MB 52 FPS
Difference: 18 FPS (35%)

Supreme Commander 2

Settings: High
AA: 8x
AF: 16x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce GTS 250 1GB 31 FPS
GeForce 8800 GTS (G80) 320MB 22 FPS
Difference: 9 FPS (41%)

Tom Clancy's Endwar

Settings: High Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce GTS 250 1GB 19 FPS
GeForce 8800 GTS (G80) 320MB 8 FPS
Difference: 11 FPS (138%)

GeForce GTS 250 1GB wins

(Based entirely on the benchmarks listed above)

When combining all game benchmark scores on this page together, the GeForce GTS 250 1GB wins overall, by 222 FPS. Please note that we do not have the results of every benchmark ever done for these cards, so the results may differ wildly in different games.

GeForce GTS 250 1GB 479 FPS
GeForce 8800 GTS (G80) 320MB 257 FPS
Difference: 222 FPS (86%)

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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