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GeForce 8800 GT 512MB vs GeForce 9800 GT 1GB

Intro

The GeForce 8800 GT 512MB uses a 65 nm design. nVidia has set the core speed at 600 MHz. The GDDR3 memory is set to run at a frequency of 900 MHz on this specific model. It features 112 SPUs as well as 56 TAUs and 16 Rasterization Operator Units.

Compare all that to the GeForce 9800 GT 1GB, which makes use of a 65/55 nm design. nVidia has clocked the core speed at 600 MHz. The GDDR3 memory runs at a speed of 900 MHz on this particular model. It features 112 SPUs along with 56 Texture Address Units and 16 Rasterization Operator 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 bandwidth, so in theory they should have the same performance. (explain)

Texel Rate

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

Pixel Rate

Both cards have the exact same pixel rate, so theoretically they should perform equally good at at anti-aliasing, and be able to handle 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

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 512MB

Amazon.com

Other US-based stores

GeForce 9800 GT 1GB

Amazon.com

Other US-based stores

Specifications

Model GeForce 8800 GT 512MB GeForce 9800 GT 1GB
Manufacturer nVidia nVidia
Year Oct 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 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: Bandwidth is the maximum amount of data (measured in MB per second) that can be moved across the external memory interface in one second. It is worked out by multiplying the card's bus width by the speed of its memory. If it uses DDR type memory, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster 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 can be processed per second. This number is worked out by multiplying the total texture units by the core 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 per second.

Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly record to the local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.

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