Compare any two graphics cards:
GeForce 8800 GTX vs GeForce 8800 Ultra
Intro
The GeForce 8800 GTX comes with a core clock frequency of 575 MHz and a GDDR3 memory frequency of 900 MHz. It also features a 384-bit bus, and makes use of a 90 nm design. It features 128 SPUs, 64 Texture Address Units, and 24 ROPs.
Compare those specs to the GeForce 8800 Ultra, which uses a 90 nm design. nVidia has clocked the core speed at 612 MHz. The GDDR3 RAM works at a speed of 1080 MHz on this card. It features 128 SPUs along with 64 Texture Address Units and 24 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
| GeForce 8800 GTX |
|
155 Watts |
| GeForce 8800 Ultra |
|
171 Watts |
| |
Difference: 16 Watts (10%)
|
|
Memory Bandwidth
Theoretically speaking, the GeForce 8800 Ultra should perform a little bit faster than the GeForce 8800 GTX in general. (explain)
| GeForce 8800 Ultra |
|
103680 MB/sec |
| GeForce 8800 GTX |
|
86400 MB/sec |
| |
Difference: 17280 (20%)
|
|
Texel Rate
The GeForce 8800 Ultra should be a small bit (approximately 6%) more effective at texture filtering than the GeForce 8800 GTX. (
explain)
| GeForce 8800 Ultra |
|
39168 Mtexels/sec |
| GeForce 8800 GTX |
|
36800 Mtexels/sec |
| |
Difference: 2368 (6%)
|
|
Pixel Rate
The GeForce 8800 Ultra should be a little bit (about 6%) faster with regards to AA than the GeForce 8800 GTX, and also should be able to handle higher resolutions more effectively. (
explain)
| GeForce 8800 Ultra |
|
14688 Mpixels/sec |
| GeForce 8800 GTX |
|
13800 Mpixels/sec |
| |
Difference: 888 (6%)
|
|
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 GTX
Amazon.com
Other US-based stores
Amazon.co.uk
Amazon.de
Amazon.fr
|
GeForce 8800 Ultra
Amazon.com
Other US-based stores
Amazon.co.uk
Amazon.de
Amazon.fr
|
Specifications
| Model
| GeForce 8800 GTX |
GeForce 8800 Ultra |
| Manufacturer
| nVidia |
nVidia |
| Year
| Nov 2006 |
May 2007 |
| Code Name
| G80 |
G80 |
| Fab Process
| 90 nm |
90 nm |
| Bus
| PCIe x16 |
PCIe x16 |
| Memory
| 768 MB |
768 MB |
| Core Speed
| 575 MHz |
612 MHz |
| Shader Speed
| 1350 MHz |
1500 MHz |
| Memory Speed
| 900 MHz (1800 MHz effective) |
1080 MHz (2160 MHz effective) |
| Unified Shaders
| 128 |
128 |
| Texture Mapping Units
| 64 |
64 |
| Render Output Units
| 24 |
24 |
| Bus Type
| GDDR3 |
GDDR3 |
| Bus Width
| 384-bit |
384-bit |
| DirectX Version
| DirectX 10 |
DirectX 10 |
| OpenGL Version
| OpenGL 3.0 |
OpenGL 3.0 |
| Power (Max TDP)
| 155 watts |
171 watts |
| Shader Model
| 4.0 |
4.0 |
| Bandwidth
| 86400 MB/sec |
103680 MB/sec |
| Texel Rate
| 36800 Mtexels/sec |
39168 Mtexels/sec |
| Pixel Rate
| 13800 Mpixels/sec |
14688 Mpixels/sec |
Memory Bandwidth: Bandwidth is the maximum amount of data (measured in megabytes per second) that can be transported across the external memory interface in a second. It is calculated by multiplying the card's interface width by its memory speed. If the card has DDR RAM, it should be multiplied by 2 again. If DDR5, multiply by 4 instead.
The better the bandwidth is, the better 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 number of texture map elements (texels) that can be applied in one second. This is worked out by multiplying the total texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly write to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen.
The actual pixel rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.
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