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GeForce 9800 GT 1GB vs GeForce 9800 GT 512MB

Intro

The GeForce 9800 GT 1GB comes with a clock frequency of 600 MHz and a GDDR3 memory speed of 900 MHz. It also features a 256-bit bus, and uses a 65/55 nm design. It is made up of 112 SPUs, 56 TAUs, and 16 Raster Operation Units.

Compare those specifications to the GeForce 9800 GT 512MB, which comes with GPU core speed of 600 MHz, and 512 MB of GDDR3 RAM set to run at 900 MHz through a 256-bit bus. It also is comprised of 112 Stream Processors, 56 Texture Address Units, and 16 ROPs.

Display Graphs

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Power Usage and Theoretical Benchmarks

Both cards have the same power consumption.

Memory Bandwidth

Both cards have exactly the same bandwidth, so in theory they should perform exactly the same. (explain)

Texel Rate

Both cards have the exact same texel fill rate, so in theory they should be equally good at at anisotropic filtering. (explain)

Pixel Rate

Both cards have the exact same pixel fill rate, so theoretically they should be equally good at at anti-aliasing, and be able to handle the same screen resolutions. (explain)

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

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GeForce 9800 GT 1GB

Amazon.com

GeForce 9800 GT 512MB

Amazon.com

Please note that the price comparisons are based on search keywords - sometimes it might show cards with very similar names that are not exactly the same as the one chosen in the comparison. We do try to filter out the wrong results as best we can, though.

Specifications

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Model GeForce 9800 GT 1GB GeForce 9800 GT 512MB
Manufacturer nVidia nVidia
Year July 2008 July 2008
Code Name G92a/b G92a/b
Memory 1024 MB 512 MB
Core Speed 600 MHz 600 MHz
Memory Speed 1800 MHz 1800 MHz
Power (Max TDP) 105 watts 105 watts
Bandwidth 57600 MB/sec 57600 MB/sec
Texel Rate 33600 Mtexels/sec 33600 Mtexels/sec
Pixel Rate 9600 Mpixels/sec 9600 Mpixels/sec
Unified Shaders 112 112
Texture Mapping Units 56 56
Render Output Units 16 16
Bus Type GDDR3 GDDR3
Bus Width 256-bit 256-bit
Fab Process 65/55 nm 65/55 nm
Transistors 754 million 754 million
Bus PCIe x16 2.0 PCIe x16 2.0
DirectX Version DirectX 10 DirectX 10
OpenGL Version OpenGL 3.0 OpenGL 3.0

Memory Bandwidth: Bandwidth is the maximum amount of data (measured in MB per second) that can be moved over the external memory interface in one second. The number is worked out by multiplying the card's bus width by the speed of its memory. In the case of DDR memory, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.

Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed in one second. This number is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The higher the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.

Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly write to the local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the amount of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.

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