Compare any two graphics cards:
GeForce 8800 GTS (G80) 320MB vs GeForce 8800 GTS (G92)
IntroThe GeForce 8800 GTS (G80) 320MB comes with a clock speed of 513 MHz and a GDDR3 memory frequency of 792 MHz. It also uses a 320-bit memory bus, and makes use of a 90 nm design. It features 96 SPUs, 48 Texture Address Units, and 20 ROPs.Compare all that to the GeForce 8800 GTS (G92), which features GPU core speed of 650 MHz, and 512 MB of GDDR3 memory set to run at 970 MHz through a 256-bit bus. It also is comprised of 128 Stream Processors, 64 TAUs, and 16 ROPs.
F.E.A.R. 2
Fallout 3
Far Cry 2
Left4Dead
Tom Clancy's Endwar
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 115 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.
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthTheoretically, the GeForce 8800 GTS (G80) 320MB should perform a little bit faster than the GeForce 8800 GTS (G92) overall. (explain)
Texel RateThe GeForce 8800 GTS (G92) should be quite a bit (more or less 69%) faster with regards to AF than the GeForce 8800 GTS (G80) 320MB. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce 8800 GTS (G92) is a better choice, not by a very large margin though. (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 ComparisonPlease 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.
Specifications
Memory Bandwidth: Bandwidth is the max amount of information (measured in megabytes per second) that can be moved past the external memory interface within a second. It is worked out by multiplying the interface width by its memory clock speed. If the card has DDR type RAM, it must be multiplied by 2 once 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 AA, High Dynamic Range and high resolutions. Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This number is calculated by multiplying the total texture units of the card by the core speed of the chip. The higher this number, 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 number of pixels that the graphics chip could possibly record to the local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.
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