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GeForce 8800 GT 512MB vs GeForce 9800 GT 512MB

Intro

The GeForce 8800 GT 512MB comes with a core clock frequency of 600 MHz and a GDDR3 memory speed of 900 MHz. It also features a 256-bit bus, and uses a 65 nm design. It is comprised of 112 SPUs, 56 TAUs, and 16 Raster Operation Units.

Compare all of that to the GeForce 9800 GT 512MB, which features GPU clock speed of 600 MHz, and 512 MB of GDDR3 RAM running at 900 MHz through a 256-bit bus. It also is made up of 112 Stream Processors, 56 TAUs, and 16 ROPs.

Battlefield Bad Company 2

Settings: High Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce 8800 GT 512MB 21 FPS
GeForce 9800 GT 512MB 21 FPS
Difference: 0 FPS (0%)

F.E.A.R. 2

Settings: Maximum Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Unknown (Source)
GeForce 8800 GT 512MB 38 FPS
GeForce 9800 GT 512MB 37 FPS
Difference: 1 FPS (3%)

Fallout 3

Settings: Very High Quality
AA: 8x
AF: 16x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce 8800 GT 512MB 33 FPS
GeForce 9800 GT 512MB 31 FPS
Difference: 2 FPS (6%)

Fallout 3

Settings: Very High Quality
AA: 4x
AF: 8x
Resolution: 1680x1050
Test Machine: Tom's Hardware Charts Test Rig (Source)
GeForce 8800 GT 512MB 55 FPS
GeForce 9800 GT 512MB 54 FPS
Difference: 1 FPS (2%)

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 GT 512MB 41 FPS
Difference: 1 FPS (2%)

Left4Dead

Settings: Very High Quality
AA: 8x
AF: 16x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce 8800 GT 512MB 37 FPS
GeForce 9800 GT 512MB 36 FPS
Difference: 1 FPS (3%)

Left4Dead

Settings: Very High Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Tom's Hardware Charts Test Rig (Source)
GeForce 8800 GT 512MB 46 FPS
GeForce 9800 GT 512MB 45 FPS
Difference: 1 FPS (2%)

Left4Dead 2

Settings: Very High
AA: 8x
AF: 16x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce 8800 GT 512MB 46 FPS
GeForce 9800 GT 512MB 42 FPS
Difference: 4 FPS (10%)

Mass Effect 2

Settings: Maximum Quality
AA: none
AF: 8x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce 8800 GT 512MB 60 FPS
GeForce 9800 GT 512MB 53 FPS
Difference: 7 FPS (13%)

Supreme Commander 2

Settings: High
AA: 8x
AF: 16x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce 8800 GT 512MB 28 FPS
GeForce 9800 GT 512MB 28 FPS
Difference: 0 FPS (0%)

Tom Clancy's Endwar

Settings: High Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce 8800 GT 512MB 16 FPS
GeForce 9800 GT 512MB 15 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 GT 512MB 32 FPS
Difference: 1 FPS (3%)

GeForce 8800 GT 512MB wins

(Based entirely on the benchmarks listed above)

When combining all game benchmark scores on this page together, the GeForce 8800 GT 512MB wins overall, by 16 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 8800 GT 512MB 453 FPS
GeForce 9800 GT 512MB 437 FPS
Difference: 16 FPS (4%)

Power Usage and Theoretical Benchmarks

Both cards have the same power consumption.

Memory Bandwidth

Both cards have the exact same memory bandwidth, so theoretically they should perform exactly the same. (explain)

Texel Rate

Both cards have the exact same texel rate, so in theory they should be equally good at at AF. (explain)

Pixel Rate

Both cards have exactly the same pixel rate, so in theory they should perform equally good at at anti-aliasing, 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

GeForce 8800 GT 512MB

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 8800 GT 512MB GeForce 9800 GT 512MB
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 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: Bandwidth is the largest amount of data (counted in MB per second) that can be moved across the external memory interface in a second. It's worked out by multiplying the interface width by its memory speed. If the card has DDR type memory, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.

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

Pixel Rate: Pixel rate is the most pixels the graphics card could possibly write to the local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the number of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.

Comments

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