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GeForce 8800 Ultra vs GeForce GTX 295

Intro

The GeForce 8800 Ultra has core speeds of 612 MHz on the GPU, and 1080 MHz on the 768 MB of GDDR3 RAM. It features 128 SPUs as well as 64 TAUs and 24 Rasterization Operator Units.

Compare all of that to the GeForce GTX 295, which comes with core clock speeds of 576 MHz on the GPU, and 999 MHz on the 896 MB of GDDR3 memory. It features 240 SPUs as well as 80 Texture Address Units and 28 Rasterization Operator Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce 8800 Ultra 171 Watts
GeForce GTX 295 289 Watts
Difference: 118 Watts (69%)

Memory Bandwidth

Theoretically speaking, the GeForce GTX 295 should be much faster than the GeForce 8800 Ultra in general. (explain)

GeForce GTX 295 223776 MB/sec
GeForce 8800 Ultra 103680 MB/sec
Difference: 120096 (116%)

Texel Rate

The GeForce GTX 295 is a lot (approximately 135%) faster with regards to anisotropic filtering than the GeForce 8800 Ultra. (explain)

GeForce GTX 295 92160 Mtexels/sec
GeForce 8800 Ultra 39168 Mtexels/sec
Difference: 52992 (135%)

Pixel Rate

The GeForce GTX 295 should be quite a bit (about 120%) better at AA than the GeForce 8800 Ultra, and will be able to handle higher resolutions while still performing well. (explain)

GeForce GTX 295 32256 Mpixels/sec
GeForce 8800 Ultra 14688 Mpixels/sec
Difference: 17568 (120%)

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 Ultra

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

GeForce GTX 295

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce 8800 Ultra GeForce GTX 295
Manufacturer nVidia nVidia
Year May 2007 January 8, 2009
Code Name G80 G200b
Fab Process 90 nm 55 nm
Bus PCIe x16 PCIe x16 2.0
Memory 768 MB 896 MB (x2)
Core Speed 612 MHz 576 MHz (x2)
Shader Speed 1500 MHz 1242 MHz (x2)
Memory Speed 1080 MHz 999 MHz (x2)
Unified Shaders 128 240 (x2)
Texture Mapping Units 64 80 (x2)
Render Output Units 24 28 (x2)
Bus Type GDDR3 GDDR3
Bus Width 384-bit 448-bit (x2)
DirectX Version DirectX 10 DirectX 10
OpenGL Version OpenGL 3.0 OpenGL 3.1
Power (Max TDP) 171 watts 289 watts
Shader Model 4.0 4.0
Bandwidth 103680 MB/sec 223776 MB/sec
Texel Rate 39168 Mtexels/sec 92160 Mtexels/sec
Pixel Rate 14688 Mpixels/sec 32256 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the largest amount of information (measured in MB per second) that can be transferred across the external memory interface in a second. It's worked out by multiplying the bus width by its memory clock speed. If the card has DDR memory, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.

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

Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card can possibly write to the local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. 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 ability to reach the max fill rate.

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