Compare any two graphics cards:
GeForce 8800 GT 1GB vs GeForce 9800 GTX+
Intro
The GeForce 8800 GT 1GB comes with a clock speed of 600 MHz and a GDDR3 memory speed of 900 MHz. It also features a 256-bit bus, and uses a 65 nm design. It is comprised of 112 SPUs, 56 TAUs, and 16 ROPs.
Compare that to the GeForce 9800 GTX+, which features a core clock speed of 738 MHz and a GDDR3 memory speed of 1100 MHz. It also features a 256-bit memory bus, and makes use of a 55 nm design. It is comprised of 128 SPUs, 64 Texture Address Units, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
| GeForce 8800 GT 1GB |
|
105 Watts |
| GeForce 9800 GTX+ |
|
145 Watts |
| |
Difference: 40 Watts (38%)
|
|
Memory Bandwidth
In theory, the GeForce 9800 GTX+ is 22% quicker than the GeForce 8800 GT 1GB in general, due to its greater bandwidth. (explain)
| GeForce 9800 GTX+ |
|
70400 MB/sec |
| GeForce 8800 GT 1GB |
|
57600 MB/sec |
| |
Difference: 12800 (22%)
|
|
Texel Rate
The GeForce 9800 GTX+ is much (about 41%) more effective at texture filtering than the GeForce 8800 GT 1GB. (
explain)
| GeForce 9800 GTX+ |
|
47232 Mtexels/sec |
| GeForce 8800 GT 1GB |
|
33600 Mtexels/sec |
| |
Difference: 13632 (41%)
|
|
Pixel Rate
If running with high levels of AA is important to you, then the GeForce 9800 GTX+ is the winner, and very much so. (
explain)
| GeForce 9800 GTX+ |
|
11808 Mpixels/sec |
| GeForce 8800 GT 1GB |
|
9600 Mpixels/sec |
| |
Difference: 2208 (23%)
|
|
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 |
July 2008 |
| Code Name
| G92 |
G92b |
| Fab Process
| 65 nm |
55 nm |
| Bus
| PCIe x16 2.0 |
PCIe x16 2.0 |
| Memory
| 1024 MB |
512 MB |
| Core Speed
| 600 MHz |
738 MHz |
| Shader Speed
| 1500 MHz |
1836 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 |
145 watts |
| Shader Model
| 4.0 |
4.0 |
| Bandwidth
| 57600 MB/sec |
70400 MB/sec |
| Texel Rate
| 33600 Mtexels/sec |
47232 Mtexels/sec |
| Pixel Rate
| 9600 Mpixels/sec |
11808 Mpixels/sec |
Memory Bandwidth: Memory bandwidth is the maximum amount of information (in units of megabytes per second) that can be moved past the external memory interface within a second. The number is worked out by multiplying the bus width by the speed of its memory. In the case of DDR type RAM, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x.
The higher the memory bandwidth, 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 figure is worked out by multiplying the total texture units by the core clock speed of the chip. The better 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 one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card can possibly write to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen.
The actual pixel fill rate also depends on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.
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