Compare any two graphics cards:
GeForce 8800 GTS (G80) 640MB vs GeForce 9600 GT 512MB
Intro
The GeForce 8800 GTS (G80) 640MB features a GPU clock speed of 513 MHz, and the 640 MB of GDDR3 memory is set to run at 792 MHz through a 320-bit bus. It also is comprised of 96 Stream Processors, 48 TAUs, and 20 ROPs.
Compare all of that to the GeForce 9600 GT 512MB, which comes with core speeds of 650 MHz on the GPU, and 900 MHz on the 512 MB of GDDR3 RAM. It features 64 SPUs as well as 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 (G80) 640MB |
|
143 Watts |
| |
Difference: 48 Watts (51%)
|
|
Memory Bandwidth
In theory, the GeForce 8800 GTS (G80) 640MB will be 10% quicker than the GeForce 9600 GT 512MB in general, because of its higher data rate. (explain)
| GeForce 8800 GTS (G80) 640MB |
|
63360 MB/sec |
| GeForce 9600 GT 512MB |
|
57600 MB/sec |
| |
Difference: 5760 (10%)
|
|
Texel Rate
The GeForce 8800 GTS (G80) 640MB should be a bit (more or less 18%) faster with regards to AF than the GeForce 9600 GT 512MB. (
explain)
| GeForce 8800 GTS (G80) 640MB |
|
24624 Mtexels/sec |
| GeForce 9600 GT 512MB |
|
20800 Mtexels/sec |
| |
Difference: 3824 (18%)
|
|
Pixel Rate
If running with high levels of AA is important to you, then the GeForce 9600 GT 512MB is the winner, but it probably won't make a huge difference. (
explain)
| GeForce 9600 GT 512MB |
|
10400 Mpixels/sec |
| GeForce 8800 GTS (G80) 640MB |
|
10260 Mpixels/sec |
| |
Difference: 140 (1%)
|
|
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 9600 GT 512MB
Amazon.com
Other US-based stores
Amazon.co.uk
Amazon.de
Amazon.fr
|
Specifications
| Model
| GeForce 8800 GTS (G80) 640MB |
GeForce 9600 GT 512MB |
| Manufacturer
| nVidia |
nVidia |
| Year
| Nov 2006 (640) |
Feb 2008 |
| Code Name
| G80 |
G94a/b |
| Fab Process
| 90 nm |
65/55 nm |
| Bus
| PCIe x16 |
PCIe x16 2.0 |
| Memory
| 640 MB |
512 MB |
| Core Speed
| 513 MHz |
650 MHz |
| Shader Speed
| 1188 MHz |
1625 MHz |
| Memory Speed
| 792 MHz |
900 MHz |
| Unified Shaders
| 96 |
64 |
| Texture Mapping Units
| 48 |
32 |
| 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 |
95 watts |
| Shader Model
| 4.0 |
4.0 |
| Bandwidth
| 63360 MB/sec |
57600 MB/sec |
| Texel Rate
| 24624 Mtexels/sec |
20800 Mtexels/sec |
| Pixel Rate
| 10260 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 in a second. It's calculated by multiplying the card's interface width by its memory clock speed. If the card has DDR type memory, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead.
The better the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed per second. This is calculated by multiplying the total texture units by the core speed of the chip. The better the texel rate, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly record to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image).
The actual pixel output rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.
Comments
Be the first to leave a comment!