Compare any two graphics cards:
GeForce 8800 GT 512MB vs GeForce GTS 250 1GB
Intro
The GeForce 8800 GT 512MB features a clock speed of 600 MHz and a GDDR3 memory speed of 900 MHz. It also uses a 256-bit memory bus, and uses a 65 nm design. It is comprised of 112 SPUs, 56 Texture Address Units, and 16 ROPs.
Compare those specs to the GeForce GTS 250 1GB, which uses a 65/55 nm design. nVidia has set the core speed at 738 MHz. The GDDR3 RAM works at a frequency of 1100 MHz on this model. It features 128 SPUs along with 64 Texture Address Units and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
| GeForce 8800 GT 512MB |
|
105 Watts |
| GeForce GTS 250 1GB |
|
145 Watts |
| |
Difference: 40 Watts (38%)
|
|
Memory Bandwidth
Theoretically, the GeForce GTS 250 1GB should be quite a bit faster than the GeForce 8800 GT 512MB in general. (explain)
| GeForce GTS 250 1GB |
|
70400 MB/sec |
| GeForce 8800 GT 512MB |
|
57600 MB/sec |
| |
Difference: 12800 (22%)
|
|
Texel Rate
The GeForce GTS 250 1GB should be quite a bit (approximately 41%) more effective at texture filtering than the GeForce 8800 GT 512MB. (
explain)
| GeForce GTS 250 1GB |
|
47232 Mtexels/sec |
| GeForce 8800 GT 512MB |
|
33600 Mtexels/sec |
| |
Difference: 13632 (41%)
|
|
Pixel Rate
The GeForce GTS 250 1GB will be much (more or less 23%) faster with regards to anti-aliasing than the GeForce 8800 GT 512MB, and also able to handle higher resolutions without losing too much performance. (
explain)
| GeForce GTS 250 1GB |
|
11808 Mpixels/sec |
| GeForce 8800 GT 512MB |
|
9600 Mpixels/sec |
| |
Difference: 2208 (23%)
|
|
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 GT 512MB
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 GT 512MB |
GeForce GTS 250 1GB |
| Manufacturer
| nVidia |
nVidia |
| Year
| Oct 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
| 600 MHz |
738 MHz |
| Shader Speed
| 1500 MHz |
1836 MHz |
| Memory Speed
| 900 MHz |
1100 MHz |
| Unified Shaders
| 112 |
128 |
| Texture Mapping Units
| 56 |
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)
| 105 watts |
145 watts |
| Shader Model
| 4.0 |
4.0 |
| Bandwidth
| 57600 MB/sec |
70400 MB/sec |
| Texel Rate
| 33600 Mtexels/sec |
47232 Mtexels/sec |
| Pixel Rate
| 9600 Mpixels/sec |
11808 Mpixels/sec |
Memory Bandwidth: Bandwidth is the max amount of information (counted in MB per second) that can be transported across the external memory interface in a second. The number is calculated by multiplying the bus width by its memory clock speed. If it uses DDR memory, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x.
The higher the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed per second. This figure is worked out by multiplying the total number of texture units of the card by the core clock speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card could possibly record to the local memory in a 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 - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen.
The actual pixel output rate also depends on many other factors, especially 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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