Compare any two graphics cards:
GeForce 8800 GTS (G92) vs GeForce 9800 GTX+
Intro
The GeForce 8800 GTS (G92) features clock speeds of 650 MHz on the GPU, and 970 MHz on the 512 MB of GDDR3 RAM. It features 128 SPUs as well as 64 TAUs and 16 ROPs.
Compare that to the GeForce 9800 GTX+, which features GPU core speed of 738 MHz, and 512 MB of GDDR3 memory running at 1100 MHz through a 256-bit bus. It also features 128 SPUs, 64 TAUs, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
| GeForce 8800 GTS (G92) |
|
135 Watts |
| GeForce 9800 GTX+ |
|
145 Watts |
| |
Difference: 10 Watts (7%)
|
|
Memory Bandwidth
In theory, the GeForce 9800 GTX+ will be 13% quicker than the GeForce 8800 GTS (G92) in general, because of its higher bandwidth. (explain)
| GeForce 9800 GTX+ |
|
70400 MB/sec |
| GeForce 8800 GTS (G92) |
|
62080 MB/sec |
| |
Difference: 8320 (13%)
|
|
Texel Rate
The GeForce 9800 GTX+ is just a bit (more or less 14%) better at AF than the GeForce 8800 GTS (G92). (
explain)
| GeForce 9800 GTX+ |
|
47232 Mtexels/sec |
| GeForce 8800 GTS (G92) |
|
41600 Mtexels/sec |
| |
Difference: 5632 (14%)
|
|
Pixel Rate
If running with lots of anti-aliasing is important to you, then the GeForce 9800 GTX+ is superior to the GeForce 8800 GTS (G92), but only just. (
explain)
| GeForce 9800 GTX+ |
|
11808 Mpixels/sec |
| GeForce 8800 GTS (G92) |
|
10400 Mpixels/sec |
| |
Difference: 1408 (14%)
|
|
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 (G92)
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 (G92) |
GeForce 9800 GTX+ |
| Manufacturer
| nVidia |
nVidia |
| Year
| Dec 2007 |
July 2008 |
| Code Name
| G92 |
G92b |
| Fab Process
| 65 nm |
55 nm |
| Bus
| PCIe x16 2.0 |
PCIe x16 2.0 |
| Memory
| 512 MB |
512 MB |
| Core Speed
| 650 MHz |
738 MHz |
| Shader Speed
| 1625 MHz |
1836 MHz |
| Memory Speed
| 970 MHz |
1100 MHz |
| Unified Shaders
| 128 |
128 |
| Texture Mapping Units
| 64 |
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)
| 135 watts |
145 watts |
| Shader Model
| 4.0 |
4.0 |
| Bandwidth
| 62080 MB/sec |
70400 MB/sec |
| Texel Rate
| 41600 Mtexels/sec |
47232 Mtexels/sec |
| Pixel Rate
| 10400 Mpixels/sec |
11808 Mpixels/sec |
Memory Bandwidth: Bandwidth is the largest amount of information (counted in megabytes per second) that can be transferred over the external memory interface within a second. It's calculated by multiplying the card's bus width by the speed of its memory. If the card has DDR RAM, it should be multiplied by 2 once again. If it uses 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 higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied per second. This number is worked out by multiplying the total number of texture units of the card by the core clock speed of the chip. The better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card can possibly record to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen.
The actual pixel rate is also dependant on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.
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