Compare any two graphics cards:
GeForce 8800 GTS (G92) vs Radeon HD 3870 512MB
Intro
The GeForce 8800 GTS (G92) uses a 65 nm design. nVidia has clocked the core frequency at 650 MHz. The GDDR3 RAM works at a speed of 970 MHz on this model. It features 128 SPUs along with 64 Texture Address Units and 16 Rasterization Operator Units.
Compare that to the Radeon HD 3870 512MB, which comes with core clock speeds of 775 MHz on the GPU, and 900 MHz on the 512 MB of GDDR3 RAM. It features 320(64x5) SPUs along with 16 TAUs and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
| Radeon HD 3870 512MB |
|
106 Watts |
| GeForce 8800 GTS (G92) |
|
135 Watts |
| |
Difference: 29 Watts (27%)
|
|
Memory Bandwidth
The GeForce 8800 GTS (G92) should in theory be just a bit faster than the Radeon HD 3870 512MB in general. (explain)
| GeForce 8800 GTS (G92) |
|
62080 MB/sec |
| Radeon HD 3870 512MB |
|
57600 MB/sec |
| |
Difference: 4480 (8%)
|
|
Texel Rate
The GeForce 8800 GTS (G92) is a lot (approximately 235%) faster with regards to texture filtering than the Radeon HD 3870 512MB. (
explain)
| GeForce 8800 GTS (G92) |
|
41600 Mtexels/sec |
| Radeon HD 3870 512MB |
|
12400 Mtexels/sec |
| |
Difference: 29200 (235%)
|
|
Pixel Rate
The Radeon HD 3870 512MB should be a bit (approximately 19%) faster with regards to FSAA than the GeForce 8800 GTS (G92), and also will be able to handle higher screen resolutions more effectively. (
explain)
| Radeon HD 3870 512MB |
|
12400 Mpixels/sec |
| GeForce 8800 GTS (G92) |
|
10400 Mpixels/sec |
| |
Difference: 2000 (19%)
|
|
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
|
Radeon HD 3870 512MB
Amazon.com
Other US-based stores
Amazon.co.uk
Amazon.de
Amazon.fr
|
Specifications
| Model
| GeForce 8800 GTS (G92) |
Radeon HD 3870 512MB |
| Manufacturer
| nVidia |
ATi |
| Year
| Dec 2007 |
Nov 19, 2007 |
| Code Name
| G92 |
RV670 XT |
| Fab Process
| 65 nm |
55 nm |
| Bus
| PCIe x16 2.0 |
PCIe 2.0 x16/AGP 8x |
| Memory
| 512 MB |
512 MB |
| Core Speed
| 650 MHz |
775 MHz |
| Shader Speed
| 1625 MHz |
(N/A) MHz |
| Memory Speed
| 970 MHz |
900 MHz |
| Unified Shaders
| 128 |
320(64x5) |
| Texture Mapping Units
| 64 |
16 |
| Render Output Units
| 16 |
16 |
| Bus Type
| GDDR3 |
GDDR3 |
| Bus Width
| 256-bit |
256-bit |
| DirectX Version
| DirectX 10 |
DirectX 10.1 |
| OpenGL Version
| OpenGL 3.0 |
OpenGL 3.0 |
| Power (Max TDP)
| 135 watts |
106 watts |
| Shader Model
| 4.0 |
4.1 |
| Bandwidth
| 62080 MB/sec |
57600 MB/sec |
| Texel Rate
| 41600 Mtexels/sec |
12400 Mtexels/sec |
| Pixel Rate
| 10400 Mpixels/sec |
12400 Mpixels/sec |
Memory Bandwidth: Memory bandwidth is the max amount of data (counted in megabytes per second) that can be transported past the external memory interface in a second. The number is worked out by multiplying the bus width by the speed of its memory. In the case of DDR RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x.
The better the bandwidth is, the better 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 are applied per second. This figure is worked out by multiplying the total number of texture units of the card by the core speed of the chip. The higher this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly record to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the number of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen.
The actual pixel output rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.
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