Compare any two graphics cards:
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.
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.
Comments
Be the first to leave a comment!