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GeForce 8800 GTS (G92) vs GeForce 9800 GX2

Intro

The GeForce 8800 GTS (G92) has a core clock frequency of 650 MHz and a GDDR3 memory speed of 970 MHz. It also makes use of a 256-bit bus, and makes use of a 65 nm design. It features 128 SPUs, 64 Texture Address Units, and 16 Raster Operation Units.

Compare those specs to the GeForce 9800 GX2, which comes with a GPU core clock speed of 600 MHz, and 512 MB of GDDR3 memory running at 1000 MHz through a 256-bit bus. It also is made up of 128 SPUs, 64 TAUs, and 16 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce 8800 GTS (G92) 135 Watts
GeForce 9800 GX2 197 Watts
Difference: 62 Watts (46%)

Memory Bandwidth

The GeForce 9800 GX2 should theoretically be a lot faster than the GeForce 8800 GTS (G92) in general. (explain)

GeForce 9800 GX2 128000 MB/sec
GeForce 8800 GTS (G92) 62080 MB/sec
Difference: 65920 (106%)

Texel Rate

The GeForce 9800 GX2 should be quite a bit (more or less 85%) better at anisotropic filtering than the GeForce 8800 GTS (G92). (explain)

GeForce 9800 GX2 76800 Mtexels/sec
GeForce 8800 GTS (G92) 41600 Mtexels/sec
Difference: 35200 (85%)

Pixel Rate

The GeForce 9800 GX2 is quite a bit (more or less 85%) more effective at full screen anti-aliasing than the GeForce 8800 GTS (G92), and also should be able to handle higher screen resolutions better. (explain)

GeForce 9800 GX2 19200 Mpixels/sec
GeForce 8800 GTS (G92) 10400 Mpixels/sec
Difference: 8800 (85%)

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 (G92)

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 GTS (G92) GeForce 9800 GX2
Manufacturer nVidia nVidia
Year Dec 2007 Mar 2008
Code Name G92 G92
Fab Process 65 nm 65 nm
Bus PCIe x16 2.0 PCIe x16 2.0
Memory 512 MB 512 MB (x2)
Core Speed 650 MHz 600 MHz (x2)
Shader Speed 1625 MHz 1500 MHz (x2)
Memory Speed 970 MHz 1000 MHz (x2)
Unified Shaders 128 128 (x2)
Texture Mapping Units 64 64 (x2)
Render Output Units 16 16 (x2)
Bus Type GDDR3 GDDR3
Bus Width 256-bit 256-bit (x2)
DirectX Version DirectX 10 DirectX 10
OpenGL Version OpenGL 3.0 OpenGL 3.0
Power (Max TDP) 135 watts 197 watts
Shader Model 4.0 4.0
Bandwidth 62080 MB/sec 128000 MB/sec
Texel Rate 41600 Mtexels/sec 76800 Mtexels/sec
Pixel Rate 10400 Mpixels/sec 19200 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the largest amount of information (measured in MB per second) that can be transferred past the external memory interface within a second. The number is worked out by multiplying the interface width by its memory speed. In the case of DDR memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher 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 are processed in one second. This is worked out by multiplying the total number of texture units of the card by the core speed of the chip. The higher the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.

Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card can possibly write to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.

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