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GeForce 9800 GX2 vs GeForce GTS 250 512MB

Intro

The GeForce 9800 GX2 features a clock frequency of 600 MHz and a GDDR3 memory speed of 1000 MHz. It also uses a 256-bit memory bus, and makes use of a 65 nm design. It features 128 SPUs, 64 TAUs, and 16 ROPs.

Compare all that to the GeForce GTS 250 512MB, which features core clock speeds of 738 MHz on the GPU, and 1100 MHz on the 512 MB of GDDR3 RAM. It features 128 SPUs as well as 64 TAUs and 16 Rasterization Operator Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GTS 250 512MB 145 Watts
GeForce 9800 GX2 197 Watts
Difference: 52 Watts (36%)

Memory Bandwidth

Performance-wise, the GeForce 9800 GX2 should theoretically be much better than the GeForce GTS 250 512MB overall. (explain)

GeForce 9800 GX2 128000 MB/sec
GeForce GTS 250 512MB 70400 MB/sec
Difference: 57600 (82%)

Texel Rate

The GeForce 9800 GX2 is much (approximately 63%) faster with regards to AF than the GeForce GTS 250 512MB. (explain)

GeForce 9800 GX2 76800 Mtexels/sec
GeForce GTS 250 512MB 47232 Mtexels/sec
Difference: 29568 (63%)

Pixel Rate

If running with high levels of AA is important to you, then the GeForce 9800 GX2 is the winner, and very much so. (explain)

GeForce 9800 GX2 19200 Mpixels/sec
GeForce GTS 250 512MB 11808 Mpixels/sec
Difference: 7392 (63%)

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 GTS 250 512MB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce 9800 GX2 GeForce GTS 250 512MB
Manufacturer nVidia nVidia
Year Mar 2008 March 3, 2009
Code Name G92 G92a/b
Fab Process 65 nm 65/55 nm
Bus PCIe x16 2.0 PCIe x16 2.0
Memory 512 MB (x2) 512 MB
Core Speed 600 MHz (x2) 738 MHz
Shader Speed 1500 MHz (x2) 1836 MHz
Memory Speed 1000 MHz (x2) 1100 MHz
Unified Shaders 128 (x2) 128
Texture Mapping Units 64 (x2) 64
Render Output Units 16 (x2) 16
Bus Type GDDR3 GDDR3
Bus Width 256-bit (x2) 256-bit
DirectX Version DirectX 10 DirectX 10
OpenGL Version OpenGL 3.0 OpenGL 3.1
Power (Max TDP) 197 watts 145 watts
Shader Model 4.0 4.0
Bandwidth 128000 MB/sec 70400 MB/sec
Texel Rate 76800 Mtexels/sec 47232 Mtexels/sec
Pixel Rate 19200 Mpixels/sec 11808 Mpixels/sec

Memory Bandwidth: Bandwidth is the largest amount of data (counted in MB per second) that can be moved across the external memory interface in a second. It is calculated by multiplying the card's bus width by its memory speed. If it uses DDR RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster 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 applied in one second. This number is calculated 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 handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.

Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly write to the local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on lots of other factors, most notably 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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