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GeForce 8800 GTS (G80) 640MB vs Radeon HD 3870 X2 1GB

Intro

The GeForce 8800 GTS (G80) 640MB features clock 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 TAUs and 20 Rasterization Operator Units.

Compare all that to the Radeon HD 3870 X2 1GB, which comes with a core clock frequency of 825 MHz and a GDDR4 memory frequency of 1126 MHz. It also uses a 256-bit memory bus, and makes use of a 55 nm design. It is comprised of 320(64x5) SPUs, 16 Texture Address Units, and 16 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Memory Bandwidth

Theoretically speaking, the Radeon HD 3870 X2 1GB is 127% faster than the GeForce 8800 GTS (G80) 640MB overall, because of its higher data rate. (explain)

Radeon HD 3870 X2 1GB 144128 MB/sec
GeForce 8800 GTS (G80) 640MB 63360 MB/sec
Difference: 80768 (127%)

Texel Rate

The Radeon HD 3870 X2 1GB will be just a bit (about 7%) better at AF than the GeForce 8800 GTS (G80) 640MB. (explain)

Radeon HD 3870 X2 1GB 26400 Mtexels/sec
GeForce 8800 GTS (G80) 640MB 24624 Mtexels/sec
Difference: 1776 (7%)

Pixel Rate

The Radeon HD 3870 X2 1GB is a lot (about 157%) faster with regards to full screen anti-aliasing than the GeForce 8800 GTS (G80) 640MB, and also will be able to handle higher resolutions better. (explain)

Radeon HD 3870 X2 1GB 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 1GB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce 8800 GTS (G80) 640MB Radeon HD 3870 X2 1GB
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 1024 MB (x2)
Core Speed 513 MHz 825 MHz (x2)
Shader Speed 1188 MHz (N/A) MHz (x2)
Memory Speed 792 MHz 1126 MHz (x2)
Unified Shaders 96 320(64x5) (x2)
Texture Mapping Units 48 16 (x2)
Render Output Units 20 16 (x2)
Bus Type GDDR3 GDDR4
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 144128 MB/sec
Texel Rate 24624 Mtexels/sec 26400 Mtexels/sec
Pixel Rate 10260 Mpixels/sec 26400 Mpixels/sec

Memory Bandwidth: Bandwidth is the max amount of data (in units of MB per second) that can be transported across the external memory interface in a second. It's worked out by multiplying the card's interface width by its memory speed. If it uses DDR type memory, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.

Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied in one second. This is worked out by multiplying the total amount of texture units of the card by the core clock speed of the chip. The better 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 maximum amount of pixels that the graphics chip can possibly write to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the number of Render Output Units by the the core 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 output rate also depends on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.

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