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GeForce 8800 GT 512MB vs GeForce 8800 GTS (G80) 320MB

Intro

The GeForce 8800 GT 512MB uses a 65 nm design. nVidia has set the core frequency at 600 MHz. The GDDR3 RAM runs at a speed of 900 MHz on this particular card. It features 112 SPUs as well as 56 TAUs and 16 Rasterization Operator Units.

Compare all of that to the GeForce 8800 GTS (G80) 320MB, which has core speeds of 513 MHz on the GPU, and 792 MHz on the 320 MB of GDDR3 memory. It features 96 SPUs along with 48 TAUs and 20 ROPs.

Battlefield Bad Company 2

Settings: High Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce 8800 GT 512MB 21 FPS
GeForce 8800 GTS (G80) 320MB 6 FPS
Difference: 15 FPS (250%)

F.E.A.R. 2

Settings: Maximum Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Unknown (Source)
GeForce 8800 GT 512MB 38 FPS
GeForce 8800 GTS (G80) 320MB 28 FPS
Difference: 10 FPS (36%)

Fallout 3

Settings: Very High Quality
AA: 4x
AF: 8x
Resolution: 1680x1050
Test Machine: Tom's Hardware Charts Test Rig (Source)
GeForce 8800 GT 512MB 55 FPS
GeForce 8800 GTS (G80) 320MB 21 FPS
Difference: 34 FPS (162%)

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 8800 GT 512MB 41 FPS
GeForce 8800 GTS (G80) 320MB 23 FPS
Difference: 18 FPS (78%)

Left4Dead

Settings: Very High Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Tom's Hardware Charts Test Rig (Source)
GeForce 8800 GT 512MB 46 FPS
GeForce 8800 GTS (G80) 320MB 35 FPS
Difference: 11 FPS (31%)

Left4Dead 2

Settings: Very High
AA: 8x
AF: 16x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce 8800 GT 512MB 46 FPS
GeForce 8800 GTS (G80) 320MB 27 FPS
Difference: 19 FPS (70%)

Mass Effect 2

Settings: Maximum Quality
AA: none
AF: 8x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce 8800 GT 512MB 60 FPS
GeForce 8800 GTS (G80) 320MB 52 FPS
Difference: 8 FPS (15%)

Supreme Commander 2

Settings: High
AA: 8x
AF: 16x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce 8800 GT 512MB 28 FPS
GeForce 8800 GTS (G80) 320MB 22 FPS
Difference: 6 FPS (27%)

Tom Clancy's Endwar

Settings: High Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce 8800 GT 512MB 16 FPS
GeForce 8800 GTS (G80) 320MB 8 FPS
Difference: 8 FPS (100%)

GeForce 8800 GT 512MB wins

(Based entirely on the benchmarks listed above)

When combining all game benchmark scores on this page together, the GeForce 8800 GT 512MB wins overall, by 129 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 8800 GT 512MB 351 FPS
GeForce 8800 GTS (G80) 320MB 222 FPS
Difference: 129 FPS (58%)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce 8800 GT 512MB 105 Watts
GeForce 8800 GTS (G80) 320MB 143 Watts
Difference: 38 Watts (36%)

Memory Bandwidth

The GeForce 8800 GTS (G80) 320MB, in theory, should be a small bit faster than the GeForce 8800 GT 512MB in general. (explain)

GeForce 8800 GTS (G80) 320MB 63360 MB/sec
GeForce 8800 GT 512MB 57600 MB/sec
Difference: 5760 (10%)

Texel Rate

The GeForce 8800 GT 512MB is a lot (about 36%) better at texture filtering than the GeForce 8800 GTS (G80) 320MB. (explain)

GeForce 8800 GT 512MB 33600 Mtexels/sec
GeForce 8800 GTS (G80) 320MB 24624 Mtexels/sec
Difference: 8976 (36%)

Pixel Rate

The GeForce 8800 GTS (G80) 320MB will be just a bit (more or less 7%) better at AA than the GeForce 8800 GT 512MB, and also should be capable of handling higher screen resolutions without slowing down too much. (explain)

GeForce 8800 GTS (G80) 320MB 10260 Mpixels/sec
GeForce 8800 GT 512MB 9600 Mpixels/sec
Difference: 660 (7%)

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 GT 512MB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

GeForce 8800 GTS (G80) 320MB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce 8800 GT 512MB GeForce 8800 GTS (G80) 320MB
Manufacturer nVidia nVidia
Year Oct 2007 Feb 2007
Code Name G92 G80
Fab Process 65 nm 90 nm
Bus PCIe x16 2.0 PCIe x16
Memory 512 MB 320 MB
Core Speed 600 MHz 513 MHz
Shader Speed 1500 MHz 1188 MHz
Memory Speed 900 MHz 792 MHz
Unified Shaders 112 96
Texture Mapping Units 56 48
Render Output Units 16 20
Bus Type GDDR3 GDDR3
Bus Width 256-bit 320-bit
DirectX Version DirectX 10 DirectX 10
OpenGL Version OpenGL 3.0 OpenGL 3.0
Power (Max TDP) 105 watts 143 watts
Shader Model 4.0 4.0
Bandwidth 57600 MB/sec 63360 MB/sec
Texel Rate 33600 Mtexels/sec 24624 Mtexels/sec
Pixel Rate 9600 Mpixels/sec 10260 Mpixels/sec

Memory Bandwidth: Bandwidth is the largest amount of data (measured in MB per second) that can be moved over the external memory interface in one second. It is calculated by multiplying the card's bus width by its memory clock speed. In the case of DDR RAM, it must be multiplied by 2 once again. If 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, HDR and higher screen resolutions.

Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed per second. This figure is calculated by multiplying the total amount of texture units by the core speed of the chip. The better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.

Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on lots of 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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