Compare any two graphics cards:
GeForce 8800 GTS (G92) vs GeForce 9600 GT 512MB
Intro
The GeForce 8800 GTS (G92) features a clock frequency of 650 MHz and a GDDR3 memory speed of 970 MHz. It also features a 256-bit bus, and makes use of a 65 nm design. It is comprised of 128 SPUs, 64 TAUs, and 16 Raster Operation Units.
Compare those specs to the GeForce 9600 GT 512MB, which comes with a core clock frequency of 650 MHz and a GDDR3 memory speed of 900 MHz. It also makes use of a 256-bit bus, and uses a 65/55 nm design. It is comprised of 64 SPUs, 32 Texture Address Units, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
| GeForce 9600 GT 512MB |
|
95 Watts |
| GeForce 8800 GTS (G92) |
|
135 Watts |
| |
Difference: 40 Watts (42%)
|
|
Memory Bandwidth
Theoretically speaking, the GeForce 8800 GTS (G92) will be 8% faster than the GeForce 9600 GT 512MB in general, due to its higher data rate. (explain)
| GeForce 8800 GTS (G92) |
|
62080 MB/sec |
| GeForce 9600 GT 512MB |
|
57600 MB/sec |
| |
Difference: 4480 (8%)
|
|
Texel Rate
The GeForce 8800 GTS (G92) should be much (about 100%) faster with regards to AF than the GeForce 9600 GT 512MB. (
explain)
| GeForce 8800 GTS (G92) |
|
41600 Mtexels/sec |
| GeForce 9600 GT 512MB |
|
20800 Mtexels/sec |
| |
Difference: 20800 (100%)
|
|
Pixel Rate
Both cards have exactly the same pixel rate, so theoretically they should perform equally good at at FSAA, and be capable of handling 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
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 9600 GT 512MB
Amazon.com
Other US-based stores
Amazon.co.uk
Amazon.de
Amazon.fr
|
Specifications
| Model
| GeForce 8800 GTS (G92) |
GeForce 9600 GT 512MB |
| Manufacturer
| nVidia |
nVidia |
| Year
| Dec 2007 |
Feb 2008 |
| Code Name
| G92 |
G94a/b |
| Fab Process
| 65 nm |
65/55 nm |
| Bus
| PCIe x16 2.0 |
PCIe x16 2.0 |
| Memory
| 512 MB |
512 MB |
| Core Speed
| 650 MHz |
650 MHz |
| Shader Speed
| 1625 MHz |
1625 MHz |
| Memory Speed
| 970 MHz |
900 MHz |
| Unified Shaders
| 128 |
64 |
| Texture Mapping Units
| 64 |
32 |
| 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 |
95 watts |
| Shader Model
| 4.0 |
4.0 |
| Bandwidth
| 62080 MB/sec |
57600 MB/sec |
| Texel Rate
| 41600 Mtexels/sec |
20800 Mtexels/sec |
| Pixel Rate
| 10400 Mpixels/sec |
10400 Mpixels/sec |
Memory Bandwidth: Memory bandwidth is the largest amount of information (counted in MB per second) that can be transferred across the external memory interface within a second. It is calculated by multiplying the interface width by the speed of its memory. In the case of DDR RAM, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead.
The better 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 number of texture map elements (texels) that are processed in one second. This number is calculated by multiplying the total amount 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 processed per second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly write to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number 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 drawing the pixels (image) on the screen.
The actual pixel rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.
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