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GeForce 8800 GTS (G80) 640MB vs GeForce 9800 GT 512MB

Intro

The GeForce 8800 GTS (G80) 640MB has a core clock speed of 513 MHz and a GDDR3 memory frequency of 792 MHz. It also features a 320-bit bus, and makes use of a 90 nm design. It is comprised of 96 SPUs, 48 TAUs, and 20 Raster Operation Units.

Compare those specs to the GeForce 9800 GT 512MB, which comes with a GPU core clock speed of 600 MHz, and 512 MB of GDDR3 memory running at 900 MHz through a 256-bit bus. It also is made up of 112 Stream Processors, 56 TAUs, and 16 Raster Operation Units.

F.E.A.R. 2

Settings: Maximum Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Unknown (Source)
GeForce 9800 GT 512MB 37 FPS
GeForce 8800 GTS (G80) 640MB 30 FPS
Difference: 7 FPS (23%)

Fallout 3

Settings: Very High Quality
AA: 8x
AF: 16x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce 9800 GT 512MB 31 FPS
GeForce 8800 GTS (G80) 640MB 14 FPS
Difference: 17 FPS (121%)

Fallout 3

Settings: Very High Quality
AA: 4x
AF: 8x
Resolution: 1680x1050
Test Machine: Tom's Hardware Charts Test Rig (Source)
GeForce 9800 GT 512MB 54 FPS
GeForce 8800 GTS (G80) 640MB 38 FPS
Difference: 16 FPS (42%)

Far Cry 2

Settings: Very High Qualty
AA: none
AF: none
Resolution: 1920x1200
Test Machine: Intel Core i7-920,3 x 2 GB Ram,Windows Vista Ultimate 32 Bit SP1 (Source)
GeForce 9800 GT 512MB 42 FPS
GeForce 8800 GTS (G80) 640MB 31 FPS
Difference: 11 FPS (35%)

Left4Dead

Settings: Very High Quality
AA: 8x
AF: 16x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce 9800 GT 512MB 36 FPS
GeForce 8800 GTS (G80) 640MB 32 FPS
Difference: 4 FPS (13%)

Left4Dead

Settings: Very High Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Tom's Hardware Charts Test Rig (Source)
GeForce 9800 GT 512MB 45 FPS
GeForce 8800 GTS (G80) 640MB 38 FPS
Difference: 7 FPS (18%)

Tom Clancy's Endwar

Settings: High Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce 9800 GT 512MB 15 FPS
GeForce 8800 GTS (G80) 640MB 14 FPS
Difference: 1 FPS (7%)

Tom Clancy's H.A.W.X

Settings: High Quality
AA: 4x
AF: 8x
Resolution: 1680x1050
Test Machine: Tom's Hardware Charts Test Rig (Source)
GeForce 9800 GT 512MB 33 FPS
GeForce 8800 GTS (G80) 640MB 30 FPS
Difference: 3 FPS (10%)

GeForce 9800 GT 512MB wins

(Based entirely on the benchmarks listed above)

When combining all game benchmark scores on this page together, the GeForce 9800 GT 512MB wins overall, by 82 FPS. Please note that we do not have the results of every benchmark ever done for these cards, so the results may differ wildly in different games.

GeForce 9800 GT 512MB 347 FPS
GeForce 8800 GTS (G80) 640MB 265 FPS
Difference: 82 FPS (31%)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce 9800 GT 512MB 105 Watts
GeForce 8800 GTS (G80) 640MB 143 Watts
Difference: 38 Watts (36%)

Memory Bandwidth

The GeForce 8800 GTS (G80) 640MB should theoretically be a small bit faster than the GeForce 9800 GT 512MB in general. (explain)

GeForce 8800 GTS (G80) 640MB 63360 MB/sec
GeForce 9800 GT 512MB 57600 MB/sec
Difference: 5760 (10%)

Texel Rate

The GeForce 9800 GT 512MB is much (about 36%) more effective at anisotropic filtering than the GeForce 8800 GTS (G80) 640MB. (explain)

GeForce 9800 GT 512MB 33600 Mtexels/sec
GeForce 8800 GTS (G80) 640MB 24624 Mtexels/sec
Difference: 8976 (36%)

Pixel Rate

The GeForce 8800 GTS (G80) 640MB should be a bit (about 7%) faster with regards to FSAA than the GeForce 9800 GT 512MB, and also should be capable of handling higher screen resolutions without slowing down too much. (explain)

GeForce 8800 GTS (G80) 640MB 10260 Mpixels/sec
GeForce 9800 GT 512MB 9600 Mpixels/sec
Difference: 660 (7%)

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 (G80) 640MB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

GeForce 9800 GT 512MB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce 8800 GTS (G80) 640MB GeForce 9800 GT 512MB
Manufacturer nVidia nVidia
Year Nov 2006 (640) July 2008
Code Name G80 G92a/b
Fab Process 90 nm 65/55 nm
Bus PCIe x16 PCIe x16 2.0
Memory 640 MB 512 MB
Core Speed 513 MHz 600 MHz
Shader Speed 1188 MHz 1500 MHz
Memory Speed 792 MHz 900 MHz
Unified Shaders 96 112
Texture Mapping Units 48 56
Render Output Units 20 16
Bus Type GDDR3 GDDR3
Bus Width 320-bit 256-bit
DirectX Version DirectX 10 DirectX 10
OpenGL Version OpenGL 3.0 OpenGL 3.0
Power (Max TDP) 143 watts 105 watts
Shader Model 4.0 4.0
Bandwidth 63360 MB/sec 57600 MB/sec
Texel Rate 24624 Mtexels/sec 33600 Mtexels/sec
Pixel Rate 10260 Mpixels/sec 9600 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the maximum amount of data (measured in megabytes per second) that can be transferred past the external memory interface within a second. It's worked out by multiplying the card's bus width by the speed of its memory. If it uses DDR type memory, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.

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

Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly record to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output 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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