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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.

F.E.A.R. 2

Settings: Maximum Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Unknown (Source)
GeForce 9600 GT 512MB 31 FPS
GeForce 8800 GTS (G80) 640MB 30 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 9600 GT 512MB 32 FPS
GeForce 8800 GTS (G80) 640MB 14 FPS
Difference: 18 FPS (129%)

Fallout 3

Settings: Very High Quality
AA: 4x
AF: 8x
Resolution: 1680x1050
Test Machine: Tom's Hardware Charts Test Rig (Source)
GeForce 9600 GT 512MB 50 FPS
GeForce 8800 GTS (G80) 640MB 38 FPS
Difference: 12 FPS (32%)

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 9600 GT 512MB 33 FPS
GeForce 8800 GTS (G80) 640MB 31 FPS
Difference: 2 FPS (6%)

Left4Dead

Settings: Very High Quality
AA: 8x
AF: 16x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce 8800 GTS (G80) 640MB 32 FPS
GeForce 9600 GT 512MB 31 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 GTS (G80) 640MB 38 FPS
GeForce 9600 GT 512MB 37 FPS
Difference: 1 FPS (3%)

Tom Clancy's Endwar

Settings: High Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce 9600 GT 512MB 15 FPS
GeForce 8800 GTS (G80) 640MB 14 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 8800 GTS (G80) 640MB 30 FPS
GeForce 9600 GT 512MB 26 FPS
Difference: 4 FPS (15%)

GeForce 9600 GT 512MB wins

(Based entirely on the benchmarks listed above)

When combining all game benchmark scores on this page together, the GeForce 9600 GT 512MB wins overall, by 40 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 9600 GT 512MB 305 FPS
GeForce 8800 GTS (G80) 640MB 265 FPS
Difference: 40 FPS (15%)

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.

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