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GeForce 9800 GT 1GB vs GeForce 9800 GT 512MB

Intro

The GeForce 9800 GT 1GB uses a 65/55 nm design. nVidia has set the core frequency at 600 MHz. The GDDR3 RAM works at a frequency of 900 MHz on this specific card. It features 112 SPUs along with 56 TAUs and 16 ROPs.

Compare those specs to the GeForce 9800 GT 512MB, which comes with a clock frequency of 600 MHz and a GDDR3 memory speed of 900 MHz. It also features a 256-bit memory bus, and makes use of a 65/55 nm design. It features 112 SPUs, 56 TAUs, and 16 Raster Operation Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Both cards have the same power consumption.

Memory Bandwidth

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

Texel Rate

Both cards have exactly the same texel fill rate, so theoretically they should be equally good at at AF. (explain)

Pixel Rate

Both cards have exactly the same pixel fill rate, so in theory they should be equally good at at AA, and be capable of handling 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

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

Model GeForce 9800 GT 1GB GeForce 9800 GT 512MB
Manufacturer nVidia nVidia
Year July 2008 July 2008
Code Name G92a/b G92a/b
Fab Process 65/55 nm 65/55 nm
Bus PCIe x16 2.0 PCIe x16 2.0
Memory 1024 MB 512 MB
Core Speed 600 MHz 600 MHz
Shader Speed 1500 MHz 1500 MHz
Memory Speed 900 MHz (1800 MHz effective) 900 MHz (1800 MHz effective)
Unified Shaders 112 112
Texture Mapping Units 56 56
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 105 watts
Shader Model 4.0 4.0
Bandwidth 57600 MB/sec 57600 MB/sec
Texel Rate 33600 Mtexels/sec 33600 Mtexels/sec
Pixel Rate 9600 Mpixels/sec 9600 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the max amount of data (in units of MB per second) that can be transported across the external memory interface in a second. The number is worked out by multiplying the card's bus width by its memory clock speed. If the card has DDR type RAM, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.

Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed per second. This number is worked out by multiplying the total amount of texture units by the core speed of the chip. The higher the texel rate, the better the video 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 number of pixels the video card can possibly write to its local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the number of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on lots of other factors, most notably 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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