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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.

F.E.A.R. 2

Settings: Maximum Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Unknown (Source)
GeForce 9600 GT 1GB 31 FPS
GeForce 8800 GTS (G80) 640MB 30 FPS
Difference: 1 FPS (3%)

Fallout 3

Settings: Very High Quality
AA: 8x
AF: 16x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce 9600 GT 1GB 32 FPS
GeForce 8800 GTS (G80) 640MB 14 FPS
Difference: 18 FPS (129%)

Fallout 3

Settings: Very High Quality
AA: 4x
AF: 8x
Resolution: 1680x1050
Test Machine: Tom's Hardware Charts Test Rig (Source)
GeForce 9600 GT 1GB 50 FPS
GeForce 8800 GTS (G80) 640MB 38 FPS
Difference: 12 FPS (32%)

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 9600 GT 1GB 33 FPS
GeForce 8800 GTS (G80) 640MB 31 FPS
Difference: 2 FPS (6%)

Left4Dead

Settings: Very High Quality
AA: 8x
AF: 16x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce 8800 GTS (G80) 640MB 32 FPS
GeForce 9600 GT 1GB 31 FPS
Difference: 1 FPS (3%)

Left4Dead

Settings: Very High Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Tom's Hardware Charts Test Rig (Source)
GeForce 8800 GTS (G80) 640MB 38 FPS
GeForce 9600 GT 1GB 38 FPS
Difference: 0 FPS (0%)

Tom Clancy's Endwar

Settings: High Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce 9600 GT 1GB 15 FPS
GeForce 8800 GTS (G80) 640MB 14 FPS
Difference: 1 FPS (7%)

Tom Clancy's H.A.W.X

Settings: High Quality
AA: 4x
AF: 8x
Resolution: 1680x1050
Test Machine: Tom's Hardware Charts Test Rig (Source)
GeForce 8800 GTS (G80) 640MB 30 FPS
GeForce 9600 GT 1GB 27 FPS
Difference: 3 FPS (11%)

GeForce 9600 GT 1GB wins

(Based entirely on the benchmarks listed above)

When combining all game benchmark scores on this page together, the GeForce 9600 GT 1GB wins overall, by 42 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 9600 GT 1GB 307 FPS
GeForce 8800 GTS (G80) 640MB 265 FPS
Difference: 42 FPS (16%)

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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