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GeForce 9600 GSO 1.5GB vs GeForce 9600 GSO 768MB

Intro

The GeForce 9600 GSO 1.5GB comes with core speeds of 550 MHz on the GPU, and 800 MHz on the 1536 MB of GDDR3 memory. It features 96 SPUs as well as 48 TAUs and 12 ROPs.

Compare those specifications to the GeForce 9600 GSO 768MB, which comes with clock speeds of 550 MHz on the GPU, and 800 MHz on the 768 MB of GDDR3 RAM. It features 96 SPUs along with 48 TAUs and 12 Rasterization Operator Units.

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Power Usage and Theoretical Benchmarks

Both cards have the same power consumption.

Memory Bandwidth

Both cards have exactly the same bandwidth, so theoretically they should have the same performance. (explain)

Texel Rate

Both cards have the exact same texel fill rate, so in theory they should be equally good at at anisotropic filtering. (explain)

Pixel Rate

Both cards have the exact same pixel fill rate, so theoretically they should perform equally good at at FSAA, and be capable of handling the same resolutions. (explain)

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

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GeForce 9600 GSO 1.5GB

Amazon.com

Check prices at:

GeForce 9600 GSO 768MB

Amazon.com

Check prices at:

Please note that the price comparisons are based on search keywords - sometimes it might show cards with very similar names that are not exactly the same as the one chosen in the comparison. We do try to filter out the wrong results as best we can, though.

Specifications

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Model GeForce 9600 GSO 1.5GB GeForce 9600 GSO 768MB
Manufacturer nVidia nVidia
Year May 2008 May 2008
Code Name G92 G92
Memory 1536 MB 768 MB
Core Speed 550 MHz 550 MHz
Memory Speed 1600 MHz 1600 MHz
Power (Max TDP) 84 watts 84 watts
Bandwidth 38400 MB/sec 38400 MB/sec
Texel Rate 26400 Mtexels/sec 26400 Mtexels/sec
Pixel Rate 6600 Mpixels/sec 6600 Mpixels/sec
Unified Shaders 96 96
Texture Mapping Units 48 48
Render Output Units 12 12
Bus Type GDDR3 GDDR3
Bus Width 192-bit 192-bit
Fab Process 65 nm 65 nm
Transistors 754 million 754 million
Bus PCIe x16 2.0 PCIe x16 2.0
DirectX Version DirectX 10 DirectX 10
OpenGL Version OpenGL 3.0 OpenGL 3.0

Memory Bandwidth: Bandwidth is the maximum amount of data (in units of megabytes per second) that can be transferred over the external memory interface within a second. The number is worked out by multiplying the card's bus width by its memory speed. In the case of DDR type RAM, it must be multiplied by 2 again. If 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 amount of texture map elements (texels) that can be processed in one second. This figure is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The higher the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.

Pixel Rate: Pixel rate is the most pixels the graphics card can possibly record to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.

Display Prices

Hide Prices

GeForce 9600 GSO 1.5GB

Amazon.com

Check prices at:

GeForce 9600 GSO 768MB

Amazon.com

Check prices at:

Please note that the price comparisons are based on search keywords - sometimes it might show cards with very similar names that are not exactly the same as the one chosen in the comparison. We do try to filter out the wrong results as best we can, though.

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