Compare any two graphics cards:
GeForce 8800 GTS (G92) vs GeForce 9800 GTX
Intro
The GeForce 8800 GTS (G92) features core speeds of 650 MHz on the GPU, and 970 MHz on the 512 MB of GDDR3 memory. It features 128 SPUs along with 64 Texture Address Units and 16 ROPs.
Compare those specifications to the GeForce 9800 GTX, which features a core clock frequency of 675 MHz and a GDDR3 memory frequency of 1100 MHz. It also makes use of a 256-bit bus, and uses a 65 nm design. It features 128 SPUs, 64 Texture Address Units, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
| GeForce 8800 GTS (G92) |
|
135 Watts |
| GeForce 9800 GTX |
|
140 Watts |
| |
Difference: 5 Watts (4%)
|
|
Memory Bandwidth
In theory, the GeForce 9800 GTX is 13% faster than the GeForce 8800 GTS (G92) overall, because of its higher bandwidth. (explain)
| GeForce 9800 GTX |
|
70400 MB/sec |
| GeForce 8800 GTS (G92) |
|
62080 MB/sec |
| |
Difference: 8320 (13%)
|
|
Texel Rate
The GeForce 9800 GTX should be a small bit (approximately 4%) faster with regards to texture filtering than the GeForce 8800 GTS (G92). (
explain)
| GeForce 9800 GTX |
|
43200 Mtexels/sec |
| GeForce 8800 GTS (G92) |
|
41600 Mtexels/sec |
| |
Difference: 1600 (4%)
|
|
Pixel Rate
If using a high resolution is important to you, then the GeForce 9800 GTX is a better choice, but only just. (
explain)
| GeForce 9800 GTX |
|
10800 Mpixels/sec |
| GeForce 8800 GTS (G92) |
|
10400 Mpixels/sec |
| |
Difference: 400 (4%)
|
|
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
|
GeForce 9800 GTX
Amazon.com
Other US-based stores
Amazon.co.uk
Amazon.de
Amazon.fr
|
Specifications
| Model
| GeForce 8800 GTS (G92) |
GeForce 9800 GTX |
| Manufacturer
| nVidia |
nVidia |
| Year
| Dec 2007 |
April 2008 |
| Code Name
| G92 |
G92 |
| Fab Process
| 65 nm |
65 nm |
| Bus
| PCIe x16 2.0 |
PCIe x16 2.0 |
| Memory
| 512 MB |
512 MB |
| Core Speed
| 650 MHz |
675 MHz |
| Shader Speed
| 1625 MHz |
1688 MHz |
| Memory Speed
| 970 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)
| 135 watts |
140 watts |
| Shader Model
| 4.0 |
4.0 |
| Bandwidth
| 62080 MB/sec |
70400 MB/sec |
| Texel Rate
| 41600 Mtexels/sec |
43200 Mtexels/sec |
| Pixel Rate
| 10400 Mpixels/sec |
10800 Mpixels/sec |
Memory Bandwidth: Bandwidth is the largest amount of data (counted in MB per second) that can be transferred over the external memory interface in one second. It is worked out by multiplying the card's interface width by the speed of its memory. If the card has DDR 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 AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This figure is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly write to its local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the number of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image).
The actual pixel rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.
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