Compare any two graphics cards:
GeForce 8800 GTS (G80) 640MB vs Radeon HD 3870 512MB
Intro
The GeForce 8800 GTS (G80) 640MB has a GPU core speed of 513 MHz, and the 640 MB of GDDR3 memory runs at 792 MHz through a 320-bit bus. It also is comprised of 96 Stream Processors, 48 Texture Address Units, and 20 Raster Operation Units.
Compare all of that to the Radeon HD 3870 512MB, which features a clock speed of 775 MHz and a GDDR3 memory speed of 900 MHz. It also uses a 256-bit bus, and makes use of a 55 nm design. It is made up of 320(64x5) SPUs, 16 TAUs, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
| Radeon HD 3870 512MB |
|
106 Watts |
| GeForce 8800 GTS (G80) 640MB |
|
143 Watts |
| |
Difference: 37 Watts (35%)
|
|
Memory Bandwidth
The GeForce 8800 GTS (G80) 640MB should theoretically perform a bit faster than the Radeon HD 3870 512MB in general. (explain)
| GeForce 8800 GTS (G80) 640MB |
|
63360 MB/sec |
| Radeon HD 3870 512MB |
|
57600 MB/sec |
| |
Difference: 5760 (10%)
|
|
Texel Rate
The GeForce 8800 GTS (G80) 640MB is much (more or less 99%) more effective at anisotropic filtering than the Radeon HD 3870 512MB. (
explain)
| GeForce 8800 GTS (G80) 640MB |
|
24624 Mtexels/sec |
| Radeon HD 3870 512MB |
|
12400 Mtexels/sec |
| |
Difference: 12224 (99%)
|
|
Pixel Rate
The Radeon HD 3870 512MB is much (about 21%) better at AA than the GeForce 8800 GTS (G80) 640MB, and will be capable of handling higher screen resolutions without slowing down too much. (
explain)
| Radeon HD 3870 512MB |
|
12400 Mpixels/sec |
| GeForce 8800 GTS (G80) 640MB |
|
10260 Mpixels/sec |
| |
Difference: 2140 (21%)
|
|
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
|
Radeon HD 3870 512MB
Amazon.com
Other US-based stores
Amazon.co.uk
Amazon.de
Amazon.fr
|
Specifications
| Model
| GeForce 8800 GTS (G80) 640MB |
Radeon HD 3870 512MB |
| Manufacturer
| nVidia |
ATi |
| Year
| Nov 2006 (640) |
Nov 19, 2007 |
| Code Name
| G80 |
RV670 XT |
| Fab Process
| 90 nm |
55 nm |
| Bus
| PCIe x16 |
PCIe 2.0 x16/AGP 8x |
| Memory
| 640 MB |
512 MB |
| Core Speed
| 513 MHz |
775 MHz |
| Shader Speed
| 1188 MHz |
(N/A) MHz |
| Memory Speed
| 792 MHz |
900 MHz |
| Unified Shaders
| 96 |
320(64x5) |
| Texture Mapping Units
| 48 |
16 |
| Render Output Units
| 20 |
16 |
| Bus Type
| GDDR3 |
GDDR3 |
| Bus Width
| 320-bit |
256-bit |
| DirectX Version
| DirectX 10 |
DirectX 10.1 |
| OpenGL Version
| OpenGL 3.0 |
OpenGL 3.0 |
| Power (Max TDP)
| 143 watts |
106 watts |
| Shader Model
| 4.0 |
4.1 |
| Bandwidth
| 63360 MB/sec |
57600 MB/sec |
| Texel Rate
| 24624 Mtexels/sec |
12400 Mtexels/sec |
| Pixel Rate
| 10260 Mpixels/sec |
12400 Mpixels/sec |
Memory Bandwidth: Bandwidth is the maximum amount of data (in units of megabytes per second) that can be moved past the external memory interface in one second. It is worked out by multiplying the card's bus width by the speed of its memory. If the card has DDR type RAM, it should be multiplied by 2 again. If DDR5, multiply by 4 instead.
The better the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied per second. This figure is worked out by multiplying the total amount of texture units of the card by the core speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly record to the local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of colour ROPs 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 rate also depends on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.
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