Compare any two graphics cards:
GeForce 8800 GTX vs GeForce 9800 GTX
Intro
The GeForce 8800 GTX has core speeds of 575 MHz on the GPU, and 900 MHz on the 768 MB of GDDR3 RAM. It features 128 SPUs along with 64 Texture Address Units and 24 ROPs.
Compare that to the GeForce 9800 GTX, which comes with a clock frequency of 675 MHz and a GDDR3 memory frequency of 1100 MHz. It also makes use of a 256-bit bus, and makes use of a 65 nm design. It features 128 SPUs, 64 TAUs, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
| GeForce 9800 GTX |
|
140 Watts |
| GeForce 8800 GTX |
|
155 Watts |
| |
Difference: 15 Watts (11%)
|
|
Memory Bandwidth
Performance-wise, the GeForce 8800 GTX should in theory be much better than the GeForce 9800 GTX in general. (explain)
| GeForce 8800 GTX |
|
86400 MB/sec |
| GeForce 9800 GTX |
|
70400 MB/sec |
| |
Difference: 16000 (23%)
|
|
Texel Rate
The GeForce 9800 GTX is a small bit (approximately 17%) better at AF than the GeForce 8800 GTX. (
explain)
| GeForce 9800 GTX |
|
43200 Mtexels/sec |
| GeForce 8800 GTX |
|
36800 Mtexels/sec |
| |
Difference: 6400 (17%)
|
|
Pixel Rate
If running with lots of anti-aliasing is important to you, then the GeForce 8800 GTX is a better choice, by a large margin. (
explain)
| GeForce 8800 GTX |
|
13800 Mpixels/sec |
| GeForce 9800 GTX |
|
10800 Mpixels/sec |
| |
Difference: 3000 (28%)
|
|
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 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 8800 GTX |
GeForce 9800 GTX |
| Manufacturer
| nVidia |
nVidia |
| Year
| Nov 2006 |
April 2008 |
| Code Name
| G80 |
G92 |
| Fab Process
| 90 nm |
65 nm |
| Bus
| PCIe x16 |
PCIe x16 2.0 |
| Memory
| 768 MB |
512 MB |
| Core Speed
| 575 MHz |
675 MHz |
| Shader Speed
| 1350 MHz |
1688 MHz |
| Memory Speed
| 900 MHz |
1100 MHz |
| Unified Shaders
| 128 |
128 |
| Texture Mapping Units
| 64 |
64 |
| Render Output Units
| 24 |
16 |
| Bus Type
| GDDR3 |
GDDR3 |
| Bus Width
| 384-bit |
256-bit |
| DirectX Version
| DirectX 10 |
DirectX 10 |
| OpenGL Version
| OpenGL 3.0 |
OpenGL 3.0 |
| Power (Max TDP)
| 155 watts |
140 watts |
| Shader Model
| 4.0 |
4.0 |
| Bandwidth
| 86400 MB/sec |
70400 MB/sec |
| Texel Rate
| 36800 Mtexels/sec |
43200 Mtexels/sec |
| Pixel Rate
| 13800 Mpixels/sec |
10800 Mpixels/sec |
Memory Bandwidth: Bandwidth is the max amount of information (counted in megabytes per second) that can be transferred over the external memory interface within a second. The number is worked out by multiplying the card's bus width by the speed of its memory. If the card has DDR RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead.
The higher the card's memory bandwidth, the better 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 amount of texture map elements (texels) that are processed in one second. This number is calculated by multiplying the total amount of texture units by the core speed of the chip. The better this number, the better the 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 number of pixels that the graphics chip 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 ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image).
The actual pixel rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.
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