Compare any two graphics cards:
GeForce 8800 GT 1GB vs GeForce 9800 GTX
Intro
The GeForce 8800 GT 1GB features a GPU core speed of 600 MHz, and the 1024 MB of GDDR3 memory runs at 900 MHz through a 256-bit bus. It also is made up of 112 Stream Processors, 56 Texture Address Units, and 16 ROPs.
Compare all of that to the GeForce 9800 GTX, which features a clock frequency of 675 MHz and a GDDR3 memory frequency of 1100 MHz. It also makes use of a 256-bit memory bus, and makes use of a 65 nm design. It is comprised of 128 SPUs, 64 Texture Address Units, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
| GeForce 8800 GT 1GB |
|
105 Watts |
| GeForce 9800 GTX |
|
140 Watts |
| |
Difference: 35 Watts (33%)
|
|
Memory Bandwidth
The GeForce 9800 GTX should theoretically perform quite a bit faster than the GeForce 8800 GT 1GB in general. (explain)
| GeForce 9800 GTX |
|
70400 MB/sec |
| GeForce 8800 GT 1GB |
|
57600 MB/sec |
| |
Difference: 12800 (22%)
|
|
Texel Rate
The GeForce 9800 GTX should be a lot (about 29%) faster with regards to texture filtering than the GeForce 8800 GT 1GB. (
explain)
| GeForce 9800 GTX |
|
43200 Mtexels/sec |
| GeForce 8800 GT 1GB |
|
33600 Mtexels/sec |
| |
Difference: 9600 (29%)
|
|
Pixel Rate
The GeForce 9800 GTX is a bit (more or less 13%) more effective at AA than the GeForce 8800 GT 1GB, and also able to handle higher resolutions without losing too much performance. (
explain)
| GeForce 9800 GTX |
|
10800 Mpixels/sec |
| GeForce 8800 GT 1GB |
|
9600 Mpixels/sec |
| |
Difference: 1200 (13%)
|
|
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 GT 1GB
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 GT 1GB |
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
| 1024 MB |
512 MB |
| Core Speed
| 600 MHz |
675 MHz |
| Shader Speed
| 1500 MHz |
1688 MHz |
| Memory Speed
| 900 MHz |
1100 MHz |
| Unified Shaders
| 112 |
128 |
| Texture Mapping Units
| 56 |
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)
| 105 watts |
140 watts |
| Shader Model
| 4.0 |
4.0 |
| Bandwidth
| 57600 MB/sec |
70400 MB/sec |
| Texel Rate
| 33600 Mtexels/sec |
43200 Mtexels/sec |
| Pixel Rate
| 9600 Mpixels/sec |
10800 Mpixels/sec |
Memory Bandwidth: Memory bandwidth is the largest amount of data (measured in MB per second) that can be transported over the external memory interface within a second. It's worked out by multiplying the card's bus width by its memory clock speed. In the case of DDR type RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x.
The higher the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed per second. This is worked out by multiplying the total number of texture units by the core clock speed of the chip. The better the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly record to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image).
The actual pixel fill rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.
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