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GeForce 8800 GTS (G92) vs Radeon HD 3870 X2 512MB

Intro

The GeForce 8800 GTS (G92) features core speeds of 650 MHz on the GPU, and 970 MHz on the 512 MB of GDDR3 memory. It features 128 SPUs along with 64 Texture Address Units and 16 Rasterization Operator Units.

Compare those specs to the Radeon HD 3870 X2 512MB, which uses a 55 nm design. ATi has set the core frequency at 825 MHz. The GDDR3 RAM works at a frequency of 900 MHz on this specific model. It features 320(64x5) SPUs along with 16 Texture Address Units and 16 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Memory Bandwidth

The Radeon HD 3870 X2 512MB should in theory be much faster than the GeForce 8800 GTS (G92) overall. (explain)

Radeon HD 3870 X2 512MB 115200 MB/sec
GeForce 8800 GTS (G92) 62080 MB/sec
Difference: 53120 (86%)

Texel Rate

The GeForce 8800 GTS (G92) should be much (approximately 58%) more effective at texture filtering than the Radeon HD 3870 X2 512MB. (explain)

GeForce 8800 GTS (G92) 41600 Mtexels/sec
Radeon HD 3870 X2 512MB 26400 Mtexels/sec
Difference: 15200 (58%)

Pixel Rate

If running with lots of anti-aliasing is important to you, then the Radeon HD 3870 X2 512MB is superior to the GeForce 8800 GTS (G92), and very much so. (explain)

Radeon HD 3870 X2 512MB 26400 Mpixels/sec
GeForce 8800 GTS (G92) 10400 Mpixels/sec
Difference: 16000 (154%)

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.

One or more cards in this comparison are multi-core. This means that their bandwidth, texel and pixel rates are theoretically doubled - this does not mean the card will actually perform twice as fast, but only that it should in theory be able to. Actual game benchmarks will give a more accurate idea of what it's capable of.

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 (G92)

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Radeon HD 3870 X2 512MB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce 8800 GTS (G92) Radeon HD 3870 X2 512MB
Manufacturer nVidia ATi
Year Dec 2007 Jan 28, 2008
Code Name G92 R680
Fab Process 65 nm 55 nm
Bus PCIe x16 2.0 PCIe 2.0 x16/(internal PCIe 1.1 x16)
Memory 512 MB 512 MB (x2)
Core Speed 650 MHz 825 MHz (x2)
Shader Speed 1625 MHz (N/A) MHz (x2)
Memory Speed 970 MHz 900 MHz (x2)
Unified Shaders 128 320(64x5) (x2)
Texture Mapping Units 64 16 (x2)
Render Output Units 16 16 (x2)
Bus Type GDDR3 GDDR3
Bus Width 256-bit 256-bit (x2)
DirectX Version DirectX 10 DirectX 10.1
OpenGL Version OpenGL 3.0 OpenGL 3.0
Power (Max TDP) 135 watts (N/A) watts
Shader Model 4.0 4.1
Bandwidth 62080 MB/sec 115200 MB/sec
Texel Rate 41600 Mtexels/sec 26400 Mtexels/sec
Pixel Rate 10400 Mpixels/sec 26400 Mpixels/sec

Memory Bandwidth: Bandwidth is the max amount of information (in units of megabytes per second) that can be moved past the external memory interface in one second. It's worked out by multiplying the bus width by its memory speed. If the card has DDR RAM, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the faster 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 amount of texture map elements (texels) that can be applied in one second. This is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The better the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.

Pixel Rate: Pixel rate is the most pixels the video card could possibly record to the local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.

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