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GeForce 8800 GTS (G80) 640MB vs Radeon HD 3870 X2 512MB

Intro

The GeForce 8800 GTS (G80) 640MB uses a 90 nm design. nVidia has clocked the core frequency at 513 MHz. The GDDR3 RAM is set to run at a speed of 792 MHz on this particular card. It features 96 SPUs along with 48 Texture Address Units and 20 Rasterization Operator Units.

Compare that to the Radeon HD 3870 X2 512MB, which has clock speeds of 825 MHz on the GPU, and 900 MHz on the 512 MB of GDDR3 RAM. It features 320(64x5) SPUs as well as 16 Texture Address Units and 16 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Memory Bandwidth

As far as performance goes, the Radeon HD 3870 X2 512MB should in theory be much superior to the GeForce 8800 GTS (G80) 640MB overall. (explain)

Radeon HD 3870 X2 512MB 115200 MB/sec
GeForce 8800 GTS (G80) 640MB 63360 MB/sec
Difference: 51840 (82%)

Texel Rate

The Radeon HD 3870 X2 512MB should be a bit (more or less 7%) faster with regards to AF than the GeForce 8800 GTS (G80) 640MB. (explain)

Radeon HD 3870 X2 512MB 26400 Mtexels/sec
GeForce 8800 GTS (G80) 640MB 24624 Mtexels/sec
Difference: 1776 (7%)

Pixel Rate

If using lots of anti-aliasing is important to you, then the Radeon HD 3870 X2 512MB is superior to the GeForce 8800 GTS (G80) 640MB, and very much so. (explain)

Radeon HD 3870 X2 512MB 26400 Mpixels/sec
GeForce 8800 GTS (G80) 640MB 10260 Mpixels/sec
Difference: 16140 (157%)

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 (G80) 640MB

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 (G80) 640MB Radeon HD 3870 X2 512MB
Manufacturer nVidia ATi
Year Nov 2006 (640) Jan 28, 2008
Code Name G80 R680
Fab Process 90 nm 55 nm
Bus PCIe x16 PCIe 2.0 x16/(internal PCIe 1.1 x16)
Memory 640 MB 512 MB (x2)
Core Speed 513 MHz 825 MHz (x2)
Shader Speed 1188 MHz (N/A) MHz (x2)
Memory Speed 792 MHz 900 MHz (x2)
Unified Shaders 96 320(64x5) (x2)
Texture Mapping Units 48 16 (x2)
Render Output Units 20 16 (x2)
Bus Type GDDR3 GDDR3
Bus Width 320-bit 256-bit (x2)
DirectX Version DirectX 10 DirectX 10.1
OpenGL Version OpenGL 3.0 OpenGL 3.0
Power (Max TDP) 143 watts (N/A) watts
Shader Model 4.0 4.1
Bandwidth 63360 MB/sec 115200 MB/sec
Texel Rate 24624 Mtexels/sec 26400 Mtexels/sec
Pixel Rate 10260 Mpixels/sec 26400 Mpixels/sec

Memory Bandwidth: Bandwidth is the maximum amount of data (in units of MB per second) that can be moved past the external memory interface in a second. It is calculated by multiplying the card's interface width by its memory clock speed. If the card has DDR type memory, the result should 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 anti-aliasing, HDR and higher screen resolutions.

Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed per second. This figure is worked out by multiplying the total texture units of the card by the core clock speed of the chip. The higher this number, the better the graphics card will be at 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 card could possibly write to the local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.

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