Compare any two graphics cards:
GeForce 8800 GTS (G92) vs GeForce 9600 GT 1GB
Intro
The GeForce 8800 GTS (G92) has a GPU core clock speed of 650 MHz, and the 512 MB of GDDR3 RAM is set to run at 970 MHz through a 256-bit bus. It also features 128 Stream Processors, 64 Texture Address Units, and 16 Raster Operation Units.
Compare those specs to the GeForce 9600 GT 1GB, which has core clock speeds of 650 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR3 memory. It features 64 SPUs along with 32 TAUs and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
| GeForce 9600 GT 1GB |
|
95 Watts |
| GeForce 8800 GTS (G92) |
|
135 Watts |
| |
Difference: 40 Watts (42%)
|
|
Memory Bandwidth
Theoretically speaking, the GeForce 8800 GTS (G92) should be just a bit faster than the GeForce 9600 GT 1GB overall. (explain)
| GeForce 8800 GTS (G92) |
|
62080 MB/sec |
| GeForce 9600 GT 1GB |
|
57600 MB/sec |
| |
Difference: 4480 (8%)
|
|
Texel Rate
The GeForce 8800 GTS (G92) is a lot (approximately 100%) better at texture filtering than the GeForce 9600 GT 1GB. (
explain)
| GeForce 8800 GTS (G92) |
|
41600 Mtexels/sec |
| GeForce 9600 GT 1GB |
|
20800 Mtexels/sec |
| |
Difference: 20800 (100%)
|
|
Pixel Rate
Both cards have the exact same pixel rate, so theoretically they should be equally good at at anti-aliasing, and be able to handle the same 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 1GB
Amazon.com
Other US-based stores
Amazon.co.uk
Amazon.de
Amazon.fr
|
Specifications
| Model
| GeForce 8800 GTS (G92) |
GeForce 9600 GT 1GB |
| 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 |
1024 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: Bandwidth is the maximum amount of information (counted in MB per second) that can be transferred across the external memory interface in a second. It is worked out by multiplying the interface width by its memory clock speed. If the card has DDR memory, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x.
The better the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This figure is calculated by multiplying the total number of texture units by the core clock speed of the chip. The higher this number, the better the graphics 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 most pixels that the graphics card could possibly record to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen.
The actual pixel fill rate also depends on quite a few other factors, most notably 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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