Compare any two graphics cards:
GeForce 8800 GTS (G80) 640MB vs GeForce 9600 GT 1GB
Intro
The GeForce 8800 GTS (G80) 640MB features core speeds of 513 MHz on the GPU, and 792 MHz on the 640 MB of GDDR3 memory. It features 96 SPUs as well as 48 Texture Address Units and 20 Rasterization Operator Units.
Compare all of that to the GeForce 9600 GT 1GB, which uses a 65/55 nm design. nVidia has set the core speed at 650 MHz. The GDDR3 RAM is set to run at a speed of 900 MHz on this specific card. It features 64 SPUs along with 32 Texture Address Units and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
| GeForce 9600 GT 1GB |
|
95 Watts |
| GeForce 8800 GTS (G80) 640MB |
|
143 Watts |
| |
Difference: 48 Watts (51%)
|
|
Memory Bandwidth
The GeForce 8800 GTS (G80) 640MB, in theory, should be a little bit faster than the GeForce 9600 GT 1GB in general. (explain)
| GeForce 8800 GTS (G80) 640MB |
|
63360 MB/sec |
| GeForce 9600 GT 1GB |
|
57600 MB/sec |
| |
Difference: 5760 (10%)
|
|
Texel Rate
The GeForce 8800 GTS (G80) 640MB should be a little bit (about 18%) better at texture filtering than the GeForce 9600 GT 1GB. (
explain)
| GeForce 8800 GTS (G80) 640MB |
|
24624 Mtexels/sec |
| GeForce 9600 GT 1GB |
|
20800 Mtexels/sec |
| |
Difference: 3824 (18%)
|
|
Pixel Rate
If using high levels of AA is important to you, then the GeForce 9600 GT 1GB is a better choice, though not by far. (
explain)
| GeForce 9600 GT 1GB |
|
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 9600 GT 1GB
Amazon.com
Other US-based stores
Amazon.co.uk
Amazon.de
Amazon.fr
|
Specifications
| Model
| GeForce 8800 GTS (G80) 640MB |
GeForce 9600 GT 1GB |
| Manufacturer
| nVidia |
nVidia |
| Year
| Nov 2006 (640) |
Feb 2008 |
| Code Name
| G80 |
G94a/b |
| Fab Process
| 90 nm |
65/55 nm |
| Bus
| PCIe x16 |
PCIe x16 2.0 |
| Memory
| 640 MB |
1024 MB |
| Core Speed
| 513 MHz |
650 MHz |
| Shader Speed
| 1188 MHz |
1625 MHz |
| Memory Speed
| 792 MHz |
900 MHz |
| Unified Shaders
| 96 |
64 |
| Texture Mapping Units
| 48 |
32 |
| 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 |
95 watts |
| Shader Model
| 4.0 |
4.0 |
| Bandwidth
| 63360 MB/sec |
57600 MB/sec |
| Texel Rate
| 24624 Mtexels/sec |
20800 Mtexels/sec |
| Pixel Rate
| 10260 Mpixels/sec |
10400 Mpixels/sec |
Memory Bandwidth: Bandwidth is the largest amount of information (measured in megabytes per second) that can be transferred past the external memory interface within a second. It's worked out by multiplying the bus width by its memory clock speed. If it uses DDR memory, it must be multiplied by 2 again. If DDR5, multiply by 4 instead.
The higher the memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed per second. This number is worked out by multiplying the total number of texture units by the core clock speed of the chip. The higher the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly record to the local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the amount of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen.
The actual pixel fill rate also depends on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.
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