Compare any two graphics cards:
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.
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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