Compare any two graphics cards:
GeForce 8800 GT 512MB vs GeForce 9800 GTX
Intro
The GeForce 8800 GT 512MB has a GPU clock speed of 600 MHz, and the 512 MB of GDDR3 memory runs at 900 MHz through a 256-bit bus. It also is comprised of 112 Stream Processors, 56 TAUs, and 16 ROPs.
Compare those specs to the GeForce 9800 GTX, which features GPU core speed of 675 MHz, and 512 MB of GDDR3 RAM set to run at 1100 MHz through a 256-bit bus. It also is made up of 128 SPUs, 64 Texture Address Units, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
| GeForce 8800 GT 512MB |
|
105 Watts |
| GeForce 9800 GTX |
|
140 Watts |
| |
Difference: 35 Watts (33%)
|
|
Memory Bandwidth
The GeForce 9800 GTX should in theory be much faster than the GeForce 8800 GT 512MB overall. (explain)
| GeForce 9800 GTX |
|
70400 MB/sec |
| GeForce 8800 GT 512MB |
|
57600 MB/sec |
| |
Difference: 12800 (22%)
|
|
Texel Rate
The GeForce 9800 GTX will be quite a bit (approximately 29%) more effective at AF than the GeForce 8800 GT 512MB. (
explain)
| GeForce 9800 GTX |
|
43200 Mtexels/sec |
| GeForce 8800 GT 512MB |
|
33600 Mtexels/sec |
| |
Difference: 9600 (29%)
|
|
Pixel Rate
If using a high resolution is important to you, then the GeForce 9800 GTX is a better choice, though not by far. (
explain)
| GeForce 9800 GTX |
|
10800 Mpixels/sec |
| GeForce 8800 GT 512MB |
|
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 512MB
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 512MB |
GeForce 9800 GTX |
| Manufacturer
| nVidia |
nVidia |
| Year
| Oct 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
| 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 max amount of data (counted in megabytes per second) that can be transported over the external memory interface in one second. The number is calculated by multiplying the bus width by its memory speed. In the case of DDR type RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x.
The higher the card's memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed in one second. This is worked out by multiplying the total texture units of the card by the core speed of the chip. The better the texel rate, the better the 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 maximum amount of pixels that the graphics card could possibly record to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image).
The actual pixel output rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.
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