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GeForce 9800 GT 1GB vs GeForce 9800 GT 512MB

Intro

The GeForce 9800 GT 1GB has a core clock speed of 600 MHz and a GDDR3 memory frequency of 900 MHz. It also makes use of a 256-bit bus, and makes use of a 65/55 nm design. It is comprised of 112 SPUs, 56 Texture Address Units, and 16 Raster Operation Units.

Compare all that to the GeForce 9800 GT 512MB, which uses a 65/55 nm design. nVidia has clocked the core frequency at 600 MHz. The GDDR3 memory runs at a speed of 900 MHz on this model. It features 112 SPUs as well as 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 the exact same memory bandwidth, so in theory they should perform exactly the same. (explain)

Texel Rate

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

Pixel Rate

Both cards have exactly the same pixel rate, so in theory they should be equally good at at FSAA, and be capable of handling the same 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: Memory bandwidth is the largest amount of data (measured in megabytes per second) that can be moved over the external memory interface in a second. It is worked out by multiplying the bus width by its memory speed. In the case of DDR memory, the result should be multiplied by 2 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, HDR and high resolutions.

Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied in one second. This is calculated by multiplying the total number of texture units by the core clock speed of the chip. The better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.

Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly record to the local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.

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