Compare any two graphics cards:
GeForce 9800 GTX vs GeForce 9800 GTX+
Intro
The GeForce 9800 GTX uses a 65 nm design. nVidia has set the core speed at 675 MHz. The GDDR3 RAM is set to run at a speed of 1100 MHz on this particular card. It features 128 SPUs as well as 64 Texture Address Units and 16 Rasterization Operator Units.
Compare all of that to the GeForce 9800 GTX+, which has GPU clock speed of 738 MHz, and 512 MB of GDDR3 RAM set to run at 1100 MHz through a 256-bit bus. It also features 128 Stream Processors, 64 TAUs, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
| GeForce 9800 GTX |
|
140 Watts |
| GeForce 9800 GTX+ |
|
145 Watts |
| |
Difference: 5 Watts (4%)
|
|
Memory Bandwidth
Both cards have the exact same memory bandwidth, so theoretically they should have identical performance. (explain)
Texel Rate
The GeForce 9800 GTX+ will be a little bit (about 9%) better at anisotropic filtering than the GeForce 9800 GTX. (
explain)
| GeForce 9800 GTX+ |
|
47232 Mtexels/sec |
| GeForce 9800 GTX |
|
43200 Mtexels/sec |
| |
Difference: 4032 (9%)
|
|
Pixel Rate
If using a high resolution is important to you, then the GeForce 9800 GTX+ is superior to the GeForce 9800 GTX, though only just barely. (
explain)
| GeForce 9800 GTX+ |
|
11808 Mpixels/sec |
| GeForce 9800 GTX |
|
10800 Mpixels/sec |
| |
Difference: 1008 (9%)
|
|
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 9800 GTX
Amazon.com
Other US-based stores
Amazon.co.uk
Amazon.de
Amazon.fr
|
GeForce 9800 GTX+
Amazon.com
Other US-based stores
Amazon.co.uk
Amazon.de
Amazon.fr
|
Specifications
| Model
| GeForce 9800 GTX |
GeForce 9800 GTX+ |
| Manufacturer
| nVidia |
nVidia |
| Year
| April 2008 |
July 2008 |
| Code Name
| G92 |
G92b |
| Fab Process
| 65 nm |
55 nm |
| Bus
| PCIe x16 2.0 |
PCIe x16 2.0 |
| Memory
| 512 MB |
512 MB |
| Core Speed
| 675 MHz |
738 MHz |
| Shader Speed
| 1688 MHz |
1836 MHz |
| Memory Speed
| 1100 MHz |
1100 MHz |
| Unified Shaders
| 128 |
128 |
| Texture Mapping Units
| 64 |
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 3.0 |
| Power (Max TDP)
| 140 watts |
145 watts |
| Shader Model
| 4.0 |
4.0 |
| Bandwidth
| 70400 MB/sec |
70400 MB/sec |
| Texel Rate
| 43200 Mtexels/sec |
47232 Mtexels/sec |
| Pixel Rate
| 10800 Mpixels/sec |
11808 Mpixels/sec |
Memory Bandwidth: Memory bandwidth is the largest amount of data (in units of megabytes per second) that can be transported over the external memory interface in one second. The number is calculated by multiplying the bus width by the speed of its memory. In the case of DDR memory, it should 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 higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This figure is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The better the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip can possibly record to its local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen.
The actual pixel fill rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.
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