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GeForce 9800 GX2 vs GeForce GTX 260 Core 216

Intro

The GeForce 9800 GX2 has a GPU clock speed of 600 MHz, and the 512 MB of GDDR3 RAM runs at 1000 MHz through a 256-bit bus. It also features 128 SPUs, 64 TAUs, and 16 Raster Operation Units.

Compare all that to the GeForce GTX 260 Core 216, which comes with GPU core speed of 576 MHz, and 896 MB of GDDR3 RAM running at 999 MHz through a 448-bit bus. It also is comprised of 216 Stream Processors, 72 TAUs, and 28 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce 9800 GX2 197 Watts
GeForce GTX 260 Core 216 202 Watts
Difference: 5 Watts (3%)

Memory Bandwidth

Theoretically, the GeForce 9800 GX2 should be just a bit faster than the GeForce GTX 260 Core 216 overall. (explain)

GeForce 9800 GX2 128000 MB/sec
GeForce GTX 260 Core 216 111888 MB/sec
Difference: 16112 (14%)

Texel Rate

The GeForce 9800 GX2 should be quite a bit (about 85%) better at texture filtering than the GeForce GTX 260 Core 216. (explain)

GeForce 9800 GX2 76800 Mtexels/sec
GeForce GTX 260 Core 216 41472 Mtexels/sec
Difference: 35328 (85%)

Pixel Rate

The GeForce 9800 GX2 should be a small bit (approximately 19%) more effective at anti-aliasing than the GeForce GTX 260 Core 216, and will be capable of handling higher resolutions better. (explain)

GeForce 9800 GX2 19200 Mpixels/sec
GeForce GTX 260 Core 216 16128 Mpixels/sec
Difference: 3072 (19%)

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 9800 GX2

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

GeForce GTX 260 Core 216

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce 9800 GX2 GeForce GTX 260 Core 216
Manufacturer nVidia nVidia
Year Mar 2008 September 16, 2008
Code Name G92 G200
Fab Process 65 nm 65 nm
Bus PCIe x16 2.0 PCIe x16 2.0
Memory 512 MB (x2) 896 MB
Core Speed 600 MHz (x2) 576 MHz
Shader Speed 1500 MHz (x2) 1242 MHz
Memory Speed 1000 MHz (x2) 999 MHz
Unified Shaders 128 (x2) 216
Texture Mapping Units 64 (x2) 72
Render Output Units 16 (x2) 28
Bus Type GDDR3 GDDR3
Bus Width 256-bit (x2) 448-bit
DirectX Version DirectX 10 DirectX 10
OpenGL Version OpenGL 3.0 OpenGL 3.1
Power (Max TDP) 197 watts 202 watts
Shader Model 4.0 4.0
Bandwidth 128000 MB/sec 111888 MB/sec
Texel Rate 76800 Mtexels/sec 41472 Mtexels/sec
Pixel Rate 19200 Mpixels/sec 16128 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the largest amount of information (measured in megabytes per second) that can be transported past the external memory interface within a second. The number is calculated by multiplying the card's bus width by the speed of its memory. In the case of DDR memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.

Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied per second. This figure is worked out by multiplying the total texture units 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 processed in a second.

Pixel Rate: Pixel rate is the maximum number of pixels the graphics card could possibly record to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.

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