Join Us On Facebook

Compare any two graphics cards:
VS

GeForce 8800 GTS (G92) vs GeForce 9800 GT 1GB

Intro

The GeForce 8800 GTS (G92) uses a 65 nm design. nVidia has clocked the core speed at 650 MHz. The GDDR3 memory runs at a speed of 970 MHz on this model. It features 128 SPUs as well as 64 Texture Address Units and 16 ROPs.

Compare that to the GeForce 9800 GT 1GB, which makes use of a 65/55 nm design. nVidia has clocked the core frequency at 600 MHz. The GDDR3 RAM runs at a speed of 900 MHz on this card. It features 112 SPUs as well as 56 Texture Address Units and 16 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce 9800 GT 1GB 105 Watts
GeForce 8800 GTS (G92) 135 Watts
Difference: 30 Watts (29%)

Memory Bandwidth

In theory, the GeForce 8800 GTS (G92) should be 8% faster than the GeForce 9800 GT 1GB overall, due to its higher bandwidth. (explain)

GeForce 8800 GTS (G92) 62080 MB/sec
GeForce 9800 GT 1GB 57600 MB/sec
Difference: 4480 (8%)

Texel Rate

The GeForce 8800 GTS (G92) is quite a bit (more or less 24%) faster with regards to AF than the GeForce 9800 GT 1GB. (explain)

GeForce 8800 GTS (G92) 41600 Mtexels/sec
GeForce 9800 GT 1GB 33600 Mtexels/sec
Difference: 8000 (24%)

Pixel Rate

The GeForce 8800 GTS (G92) is a small bit (approximately 8%) more effective at anti-aliasing than the GeForce 9800 GT 1GB, and also will be capable of handling higher screen resolutions without slowing down too much. (explain)

GeForce 8800 GTS (G92) 10400 Mpixels/sec
GeForce 9800 GT 1GB 9600 Mpixels/sec
Difference: 800 (8%)

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 GT 1GB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce 8800 GTS (G92) GeForce 9800 GT 1GB
Manufacturer nVidia nVidia
Year Dec 2007 July 2008
Code Name G92 G92a/b
Fab Process 65 nm 65/55 nm
Bus PCIe x16 2.0 PCIe x16 2.0
Memory 512 MB 1024 MB
Core Speed 650 MHz 600 MHz
Shader Speed 1625 MHz 1500 MHz
Memory Speed 970 MHz 900 MHz
Unified Shaders 128 112
Texture Mapping Units 64 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) 135 watts 105 watts
Shader Model 4.0 4.0
Bandwidth 62080 MB/sec 57600 MB/sec
Texel Rate 41600 Mtexels/sec 33600 Mtexels/sec
Pixel Rate 10400 Mpixels/sec 9600 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the max amount of information (measured in MB per second) that can be transported over the external memory interface in one second. It's calculated by multiplying the card's interface width by the speed of its memory. If it uses DDR type RAM, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.

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

Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly record to the local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.

Facebook Activity

Comments

Be the first to leave a comment!

Your email address will not be published.


You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>

Spam Protection by WP-SpamFree