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GeForce 8800 GT 1GB vs GeForce 9800 GT 512MB


The GeForce 8800 GT 1GB features a GPU clock speed of 600 MHz, and the 1024 MB of GDDR3 RAM runs at 900 MHz through a 256-bit bus. It also is made up of 112 SPUs, 56 Texture Address Units, and 16 ROPs.

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

Display Graphs

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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 identical 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 exactly the same pixel fill rate, so theoretically they should perform equally good at at AA, and be able to handle 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

Display Prices

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GeForce 8800 GT 1GB

GeForce 9800 GT 512MB

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.


Display Specifications

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Model GeForce 8800 GT 1GB GeForce 9800 GT 512MB
Manufacturer nVidia nVidia
Year Dec 2007 July 2008
Code Name G92 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 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 maximum amount of information (counted in megabytes per second) that can be transferred across the external memory interface within a second. The number is calculated by multiplying the card's bus width by its memory clock speed. If the card has DDR type memory, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed per second. This figure is worked out by multiplying the total number of texture units by the core clock 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 applied in one second.

Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly write to its local memory per 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 - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.


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