Compare any two graphics cards:
GeForce 8800 GTS (G80) 640MB vs GeForce 8800 GTS (G92)
Intro
The GeForce 8800 GTS (G80) 640MB has core speeds of 513 MHz on the GPU, and 792 MHz on the 640 MB of GDDR3 RAM. It features 96 SPUs along with 48 TAUs and 20 ROPs.
Compare those specs to the GeForce 8800 GTS (G92), which makes use of a 65 nm design. nVidia has set the core speed at 650 MHz. The GDDR3 memory works at a speed of 970 MHz on this particular model. It features 128 SPUs as well as 64 TAUs and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
| GeForce 8800 GTS (G92) |
|
135 Watts |
| GeForce 8800 GTS (G80) 640MB |
|
143 Watts |
| |
Difference: 8 Watts (6%)
|
|
Memory Bandwidth
In theory, the GeForce 8800 GTS (G80) 640MB should be just a bit faster than the GeForce 8800 GTS (G92) in general. (explain)
| GeForce 8800 GTS (G80) 640MB |
|
63360 MB/sec |
| GeForce 8800 GTS (G92) |
|
62080 MB/sec |
| |
Difference: 1280 (2%)
|
|
Texel Rate
The GeForce 8800 GTS (G92) should be much (more or less 69%) better at texture filtering than the GeForce 8800 GTS (G80) 640MB. (
explain)
| GeForce 8800 GTS (G92) |
|
41600 Mtexels/sec |
| GeForce 8800 GTS (G80) 640MB |
|
24624 Mtexels/sec |
| |
Difference: 16976 (69%)
|
|
Pixel Rate
If running with high levels of AA is important to you, then the GeForce 8800 GTS (G92) is the winner, but it probably won't make a huge difference. (
explain)
| GeForce 8800 GTS (G92) |
|
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 8800 GTS (G92)
Amazon.com
Other US-based stores
Amazon.co.uk
Amazon.de
Amazon.fr
|
Specifications
| Model
| GeForce 8800 GTS (G80) 640MB |
GeForce 8800 GTS (G92) |
| Manufacturer
| nVidia |
nVidia |
| Year
| Nov 2006 (640) |
Dec 2007 |
| Code Name
| G80 |
G92 |
| Fab Process
| 90 nm |
65 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 |
970 MHz |
| Unified Shaders
| 96 |
128 |
| Texture Mapping Units
| 48 |
64 |
| 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 |
135 watts |
| Shader Model
| 4.0 |
4.0 |
| Bandwidth
| 63360 MB/sec |
62080 MB/sec |
| Texel Rate
| 24624 Mtexels/sec |
41600 Mtexels/sec |
| Pixel Rate
| 10260 Mpixels/sec |
10400 Mpixels/sec |
Memory Bandwidth: Memory bandwidth is the maximum amount of data (in units of megabytes per second) that can be moved past the external memory interface in one second. It is worked out by multiplying the card's interface width by its memory clock speed. If the card has DDR RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x.
The higher the card's memory bandwidth, the better the card will be in general. It especially helps with AA, HDR 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 this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card can possibly record to the local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen.
The actual pixel output rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.
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