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GeForce 8800 GTS (G80) 320MB vs GeForce 9800 GTX

Intro

The GeForce 8800 GTS (G80) 320MB comes with core speeds of 513 MHz on the GPU, and 792 MHz on the 320 MB of GDDR3 RAM. It features 96 SPUs along with 48 Texture Address Units and 20 Rasterization Operator Units.

Compare those specifications to the GeForce 9800 GTX, which makes use of a 65 nm design. nVidia has clocked the core speed at 675 MHz. The GDDR3 memory is set to run at a frequency of 1100 MHz on this particular model. It features 128 SPUs as well as 64 TAUs and 16 Rasterization Operator Units.

Battlefield Bad Company 2

Settings: High Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce 9800 GTX 25 FPS
GeForce 8800 GTS (G80) 320MB 6 FPS
Difference: 19 FPS (317%)

F.E.A.R. 2

Settings: Maximum Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Unknown (Source)
GeForce 9800 GTX 44 FPS
GeForce 8800 GTS (G80) 320MB 28 FPS
Difference: 16 FPS (57%)

Fallout 3

Settings: Very High Quality
AA: 4x
AF: 8x
Resolution: 1680x1050
Test Machine: Tom's Hardware Charts Test Rig (Source)
GeForce 9800 GTX 62 FPS
GeForce 8800 GTS (G80) 320MB 21 FPS
Difference: 41 FPS (195%)

Left4Dead

Settings: Very High Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Tom's Hardware Charts Test Rig (Source)
GeForce 9800 GTX 52 FPS
GeForce 8800 GTS (G80) 320MB 35 FPS
Difference: 17 FPS (49%)

Left4Dead 2

Settings: Very High
AA: 8x
AF: 16x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce 9800 GTX 47 FPS
GeForce 8800 GTS (G80) 320MB 27 FPS
Difference: 20 FPS (74%)

Mass Effect 2

Settings: Maximum Quality
AA: none
AF: 8x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce 9800 GTX 68 FPS
GeForce 8800 GTS (G80) 320MB 52 FPS
Difference: 16 FPS (31%)

Supreme Commander 2

Settings: High
AA: 8x
AF: 16x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce 9800 GTX 31 FPS
GeForce 8800 GTS (G80) 320MB 22 FPS
Difference: 9 FPS (41%)

Tom Clancy's Endwar

Settings: High Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce 9800 GTX 18 FPS
GeForce 8800 GTS (G80) 320MB 8 FPS
Difference: 10 FPS (125%)

GeForce 9800 GTX wins

(Based entirely on the benchmarks listed above)

When combining all game benchmark scores on this page together, the GeForce 9800 GTX wins overall, by 165 FPS. Please note that we do not have the results of every benchmark ever done for these cards, so the results may differ wildly in different games.

GeForce 9800 GTX 399 FPS
GeForce 8800 GTS (G80) 320MB 234 FPS
Difference: 165 FPS (71%)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce 9800 GTX 140 Watts
GeForce 8800 GTS (G80) 320MB 143 Watts
Difference: 3 Watts (2%)

Memory Bandwidth

The GeForce 9800 GTX, in theory, should perform a bit faster than the GeForce 8800 GTS (G80) 320MB overall. (explain)

GeForce 9800 GTX 70400 MB/sec
GeForce 8800 GTS (G80) 320MB 63360 MB/sec
Difference: 7040 (11%)

Texel Rate

The GeForce 9800 GTX will be quite a bit (approximately 75%) more effective at texture filtering than the GeForce 8800 GTS (G80) 320MB. (explain)

GeForce 9800 GTX 43200 Mtexels/sec
GeForce 8800 GTS (G80) 320MB 24624 Mtexels/sec
Difference: 18576 (75%)

Pixel Rate

The GeForce 9800 GTX is a small bit (more or less 5%) better at anti-aliasing than the GeForce 8800 GTS (G80) 320MB, and also capable of handling higher screen resolutions without losing too much performance. (explain)

GeForce 9800 GTX 10800 Mpixels/sec
GeForce 8800 GTS (G80) 320MB 10260 Mpixels/sec
Difference: 540 (5%)

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) 320MB

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 (G80) 320MB GeForce 9800 GTX
Manufacturer nVidia nVidia
Year Feb 2007 April 2008
Code Name G80 G92
Fab Process 90 nm 65 nm
Bus PCIe x16 PCIe x16 2.0
Memory 320 MB 512 MB
Core Speed 513 MHz 675 MHz
Shader Speed 1188 MHz 1688 MHz
Memory Speed 792 MHz 1100 MHz
Unified Shaders 96 128
Texture Mapping Units 48 64
Render Output Units 20 16
Bus Type GDDR3 GDDR3
Bus Width 320-bit 256-bit
DirectX Version DirectX 10 DirectX 10
OpenGL Version OpenGL 3.0 OpenGL 3.0
Power (Max TDP) 143 watts 140 watts
Shader Model 4.0 4.0
Bandwidth 63360 MB/sec 70400 MB/sec
Texel Rate 24624 Mtexels/sec 43200 Mtexels/sec
Pixel Rate 10260 Mpixels/sec 10800 Mpixels/sec

Memory Bandwidth: Bandwidth is the max amount of information (measured in megabytes per second) that can be transferred across the external memory interface in one second. It's calculated by multiplying the bus width by the speed of its memory. If it uses DDR type RAM, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This is worked out by multiplying the total amount of texture units by the core speed of the chip. The higher the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.

Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly write to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.

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