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GeForce 8800 Ultra vs GeForce 9800 GX2

Intro

The GeForce 8800 Ultra makes use of a 90 nm design. nVidia has clocked the core frequency at 612 MHz. The GDDR3 memory works at a speed of 1080 MHz on this specific card. It features 128 SPUs as well as 64 TAUs and 24 Rasterization Operator Units.

Compare those specifications to the GeForce 9800 GX2, which features clock speeds of 600 MHz on the GPU, and 1000 MHz on the 512 MB of GDDR3 RAM. It features 128 SPUs along with 64 TAUs and 16 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce 8800 Ultra 171 Watts
GeForce 9800 GX2 197 Watts
Difference: 26 Watts (15%)

Memory Bandwidth

In theory, the GeForce 9800 GX2 should be quite a bit faster than the GeForce 8800 Ultra in general. (explain)

GeForce 9800 GX2 128000 MB/sec
GeForce 8800 Ultra 103680 MB/sec
Difference: 24320 (23%)

Texel Rate

The GeForce 9800 GX2 should be much (more or less 96%) faster with regards to AF than the GeForce 8800 Ultra. (explain)

GeForce 9800 GX2 76800 Mtexels/sec
GeForce 8800 Ultra 39168 Mtexels/sec
Difference: 37632 (96%)

Pixel Rate

The GeForce 9800 GX2 should be quite a bit (more or less 31%) better at full screen anti-aliasing than the GeForce 8800 Ultra, and will be able to handle higher screen resolutions without losing too much performance. (explain)

GeForce 9800 GX2 19200 Mpixels/sec
GeForce 8800 Ultra 14688 Mpixels/sec
Difference: 4512 (31%)

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 9800 GX2

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce 8800 Ultra GeForce 9800 GX2
Manufacturer nVidia nVidia
Year May 2007 Mar 2008
Code Name G80 G92
Fab Process 90 nm 65 nm
Bus PCIe x16 PCIe x16 2.0
Memory 768 MB 512 MB (x2)
Core Speed 612 MHz 600 MHz (x2)
Shader Speed 1500 MHz 1500 MHz (x2)
Memory Speed 1080 MHz 1000 MHz (x2)
Unified Shaders 128 128 (x2)
Texture Mapping Units 64 64 (x2)
Render Output Units 24 16 (x2)
Bus Type GDDR3 GDDR3
Bus Width 384-bit 256-bit (x2)
DirectX Version DirectX 10 DirectX 10
OpenGL Version OpenGL 3.0 OpenGL 3.0
Power (Max TDP) 171 watts 197 watts
Shader Model 4.0 4.0
Bandwidth 103680 MB/sec 128000 MB/sec
Texel Rate 39168 Mtexels/sec 76800 Mtexels/sec
Pixel Rate 14688 Mpixels/sec 19200 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the largest amount of information (in units of MB per second) that can be transferred across the external memory interface in a second. The number is worked out by multiplying the card's interface width by its memory speed. If the card has DDR type memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.

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

Pixel Rate: Pixel rate is the maximum amount 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 number of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on many 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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