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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.

F.E.A.R. 2

Settings: Maximum Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Unknown (Source)
GeForce 8800 GTS (G92) 42 FPS
GeForce 9600 GT 512MB 31 FPS
Difference: 11 FPS (35%)

Fallout 3

Settings: Very High Quality
AA: 8x
AF: 16x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce 8800 GTS (G92) 36 FPS
GeForce 9600 GT 512MB 32 FPS
Difference: 4 FPS (13%)

Fallout 3

Settings: Very High Quality
AA: 4x
AF: 8x
Resolution: 1680x1050
Test Machine: Tom's Hardware Charts Test Rig (Source)
GeForce 8800 GTS (G92) 59 FPS
GeForce 9600 GT 512MB 50 FPS
Difference: 9 FPS (18%)

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 8800 GTS (G92) 45 FPS
GeForce 9600 GT 512MB 33 FPS
Difference: 12 FPS (36%)

Left4Dead

Settings: Very High Quality
AA: 8x
AF: 16x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce 8800 GTS (G92) 40 FPS
GeForce 9600 GT 512MB 31 FPS
Difference: 9 FPS (29%)

Left4Dead

Settings: Very High Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Tom's Hardware Charts Test Rig (Source)
GeForce 8800 GTS (G92) 51 FPS
GeForce 9600 GT 512MB 37 FPS
Difference: 14 FPS (38%)

Tom Clancy's Endwar

Settings: High Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce 8800 GTS (G92) 17 FPS
GeForce 9600 GT 512MB 15 FPS
Difference: 2 FPS (13%)

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 8800 GTS (G92) 35 FPS
GeForce 9600 GT 512MB 26 FPS
Difference: 9 FPS (35%)

GeForce 8800 GTS (G92) wins

(Based entirely on the benchmarks listed above)

When combining all game benchmark scores on this page together, the GeForce 8800 GTS (G92) wins overall, by 70 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 GTS (G92) 325 FPS
GeForce 9600 GT 512MB 255 FPS
Difference: 70 FPS (27%)

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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