Compare any two graphics cards:
GeForce 8800 GTS (G80) 640MB vs GeForce GTS 250 1GB
Intro
The GeForce 8800 GTS (G80) 640MB makes use of a 90 nm design. nVidia has clocked the core speed at 513 MHz. The GDDR3 memory works at a speed of 792 MHz on this model. It features 96 SPUs along with 48 Texture Address Units and 20 ROPs.
Compare that to the GeForce GTS 250 1GB, which features GPU core speed of 738 MHz, and 1024 MB of GDDR3 memory running at 1100 MHz through a 256-bit bus. It also is comprised of 128 SPUs, 64 Texture Address Units, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
| GeForce 8800 GTS (G80) 640MB |
|
143 Watts |
| GeForce GTS 250 1GB |
|
145 Watts |
| |
Difference: 2 Watts (1%)
|
|
Memory Bandwidth
The GeForce GTS 250 1GB should theoretically be a small bit faster than the GeForce 8800 GTS (G80) 640MB overall. (explain)
| GeForce GTS 250 1GB |
|
70400 MB/sec |
| GeForce 8800 GTS (G80) 640MB |
|
63360 MB/sec |
| |
Difference: 7040 (11%)
|
|
Texel Rate
The GeForce GTS 250 1GB is much (more or less 92%) faster with regards to anisotropic filtering than the GeForce 8800 GTS (G80) 640MB. (
explain)
| GeForce GTS 250 1GB |
|
47232 Mtexels/sec |
| GeForce 8800 GTS (G80) 640MB |
|
24624 Mtexels/sec |
| |
Difference: 22608 (92%)
|
|
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 (G80) 640MB, but not by far. (
explain)
| GeForce GTS 250 1GB |
|
11808 Mpixels/sec |
| GeForce 8800 GTS (G80) 640MB |
|
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) 640MB
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) 640MB |
GeForce GTS 250 1GB |
| Manufacturer
| nVidia |
nVidia |
| Year
| Nov 2006 (640) |
March 3, 2009 |
| Code Name
| G80 |
G92a/b |
| Fab Process
| 90 nm |
65/55 nm |
| Bus
| PCIe x16 |
PCIe x16 2.0 |
| Memory
| 640 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: Memory bandwidth is the largest amount of information (in units of megabytes per second) that can be transported over the external memory interface within a second. It's worked out by multiplying the card's interface width by its memory clock speed. If it uses DDR type memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead.
The better the card's memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed per second. This figure is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher this number, the better the graphics card will be at 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 the local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called 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, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.
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