Compare any two graphics cards:
GeForce 8800 GTX vs GeForce 9800 GTX+
Intro
The GeForce 8800 GTX features a clock speed of 575 MHz and a GDDR3 memory speed of 900 MHz. It also features a 384-bit bus, and uses a 90 nm design. It features 128 SPUs, 64 Texture Address Units, and 24 Raster Operation Units.
Compare those specs to the GeForce 9800 GTX+, which features a GPU core clock speed of 738 MHz, and 512 MB of GDDR3 memory set to run at 1100 MHz through a 256-bit bus. It also is made up of 128 Stream Processors, 64 TAUs, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
| GeForce 9800 GTX+ |
|
145 Watts |
| GeForce 8800 GTX |
|
155 Watts |
| |
Difference: 10 Watts (7%)
|
|
Memory Bandwidth
Theoretically, the GeForce 8800 GTX should perform quite a bit faster than the GeForce 9800 GTX+ in general. (explain)
| GeForce 8800 GTX |
|
86400 MB/sec |
| GeForce 9800 GTX+ |
|
70400 MB/sec |
| |
Difference: 16000 (23%)
|
|
Texel Rate
The GeForce 9800 GTX+ will be a lot (more or less 28%) more effective at texture filtering than the GeForce 8800 GTX. (
explain)
| GeForce 9800 GTX+ |
|
47232 Mtexels/sec |
| GeForce 8800 GTX |
|
36800 Mtexels/sec |
| |
Difference: 10432 (28%)
|
|
Pixel Rate
The GeForce 8800 GTX should be just a bit (more or less 17%) better at AA than the GeForce 9800 GTX+, and also able to handle higher screen resolutions without losing too much performance. (
explain)
| GeForce 8800 GTX |
|
13800 Mpixels/sec |
| GeForce 9800 GTX+ |
|
11808 Mpixels/sec |
| |
Difference: 1992 (17%)
|
|
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 GTX
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 GTX |
GeForce 9800 GTX+ |
| Manufacturer
| nVidia |
nVidia |
| Year
| Nov 2006 |
July 2008 |
| Code Name
| G80 |
G92b |
| Fab Process
| 90 nm |
55 nm |
| Bus
| PCIe x16 |
PCIe x16 2.0 |
| Memory
| 768 MB |
512 MB |
| Core Speed
| 575 MHz |
738 MHz |
| Shader Speed
| 1350 MHz |
1836 MHz |
| Memory Speed
| 900 MHz |
1100 MHz |
| Unified Shaders
| 128 |
128 |
| Texture Mapping Units
| 64 |
64 |
| Render Output Units
| 24 |
16 |
| Bus Type
| GDDR3 |
GDDR3 |
| Bus Width
| 384-bit |
256-bit |
| DirectX Version
| DirectX 10 |
DirectX 10 |
| OpenGL Version
| OpenGL 3.0 |
OpenGL 3.0 |
| Power (Max TDP)
| 155 watts |
145 watts |
| Shader Model
| 4.0 |
4.0 |
| Bandwidth
| 86400 MB/sec |
70400 MB/sec |
| Texel Rate
| 36800 Mtexels/sec |
47232 Mtexels/sec |
| Pixel Rate
| 13800 Mpixels/sec |
11808 Mpixels/sec |
Memory Bandwidth: Memory bandwidth is the max amount of data (in units of MB per second) that can be transferred past the external memory interface in one second. It's worked out by multiplying the bus width by its memory clock speed. If the card has DDR memory, it should be multiplied by 2 again. If DDR5, multiply by 4 instead.
The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This number is worked out by multiplying the total texture units of the card by the core speed of the chip. The higher the texel rate, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the most pixels the video card can possibly write to its 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 clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen.
The actual pixel output rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.
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