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GeForce 8800 GT 1GB vs GeForce 8800 GT 512MB

Intro

The GeForce 8800 GT 1GB makes use of a 65 nm design. nVidia has set the core speed at 600 MHz. The GDDR3 memory works at a frequency of 900 MHz on this card. It features 112 SPUs along with 56 TAUs and 16 ROPs.

Compare all that to the GeForce 8800 GT 512MB, which has GPU core speed of 600 MHz, and 512 MB of GDDR3 RAM set to run at 900 MHz through a 256-bit bus. It also is comprised of 112 SPUs, 56 Texture Address Units, and 16 Raster Operation Units.

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Power Usage and Theoretical Benchmarks

Both cards have the same power consumption.

Memory Bandwidth

Both cards have the exact same bandwidth, so in theory they should have the same performance. (explain)

Texel Rate

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

Pixel Rate

Both cards have exactly the same pixel fill rate, so in theory they should perform equally good at at full screen anti-aliasing, and be capable of handling the same screen 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 8800 GT 1GB

Amazon.com

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GeForce 8800 GT 512MB

Amazon.com

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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 8800 GT 1GB GeForce 8800 GT 512MB
Manufacturer nVidia nVidia
Year Dec 2007 Oct 2007
Code Name G92 G92
Memory 1024 MB 512 MB
Core Speed 600 MHz 600 MHz
Memory Speed 1800 MHz 1800 MHz
Power (Max TDP) 105 watts 105 watts
Bandwidth 57600 MB/sec 57600 MB/sec
Texel Rate 33600 Mtexels/sec 33600 Mtexels/sec
Pixel Rate 9600 Mpixels/sec 9600 Mpixels/sec
Unified Shaders 112 112
Texture Mapping Units 56 56
Render Output Units 16 16
Bus Type GDDR3 GDDR3
Bus Width 256-bit 256-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: Memory bandwidth is the max amount of data (measured in megabytes per second) that can be moved past the external memory interface in one second. It is worked out by multiplying the bus width by its memory speed. If the card has DDR RAM, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.

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

Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly write to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.

Display Prices

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GeForce 8800 GT 1GB

Amazon.com

Check prices at:

GeForce 8800 GT 512MB

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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