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GeForce 8800 GTS (G80) 320MB vs Radeon HD 6750 1GB

Intro

The GeForce 8800 GTS (G80) 320MB uses a 90 nm design. nVidia has clocked the core frequency at 513 MHz. The GDDR3 memory runs at a frequency of 792 MHz on this model. It features 96 SPUs as well as 48 Texture Address Units and 20 ROPs.

Compare those specs to the Radeon HD 6750 1GB, which comes with a core clock frequency of 725 MHz and a GDDR5 memory frequency of 1000 MHz. It also features a 128-bit memory bus, and makes use of a 40 nm design. It is made up of 720 SPUs, 36 TAUs, and 16 Raster Operation Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon HD 6750 1GB 86 Watts
GeForce 8800 GTS (G80) 320MB 143 Watts
Difference: 57 Watts (66%)

Memory Bandwidth

The Radeon HD 6750 1GB, in theory, should be just a bit faster than the GeForce 8800 GTS (G80) 320MB overall. (explain)

Radeon HD 6750 1GB 64000 MB/sec
GeForce 8800 GTS (G80) 320MB 63360 MB/sec
Difference: 640 (1%)

Texel Rate

The Radeon HD 6750 1GB should be just a bit (approximately 6%) more effective at texture filtering than the GeForce 8800 GTS (G80) 320MB. (explain)

Radeon HD 6750 1GB 26100 Mtexels/sec
GeForce 8800 GTS (G80) 320MB 24624 Mtexels/sec
Difference: 1476 (6%)

Pixel Rate

If running with a high screen resolution is important to you, then the Radeon HD 6750 1GB is a better choice, but it probably won't make a huge difference. (explain)

Radeon HD 6750 1GB 11600 Mpixels/sec
GeForce 8800 GTS (G80) 320MB 10260 Mpixels/sec
Difference: 1340 (13%)

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.

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 (G80) 320MB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Radeon HD 6750 1GB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce 8800 GTS (G80) 320MB Radeon HD 6750 1GB
Manufacturer nVidia ATi
Year Feb 2007 January 2011
Code Name G80 Juniper Pro
Fab Process 90 nm 40 nm
Bus PCIe x16 PCIe x16
Memory 320 MB 1024 MB
Core Speed 513 MHz 725 MHz
Shader Speed 1188 MHz (N/A) MHz
Memory Speed 792 MHz 1000 MHz
Unified Shaders 96 720
Texture Mapping Units 48 36
Render Output Units 20 16
Bus Type GDDR3 GDDR5
Bus Width 320-bit 128-bit
DirectX Version DirectX 10 DirectX 11
OpenGL Version OpenGL 3.0 OpenGL 4.1
Power (Max TDP) 143 watts 86 watts
Shader Model 4.0 5.0
Bandwidth 63360 MB/sec 64000 MB/sec
Texel Rate 24624 Mtexels/sec 26100 Mtexels/sec
Pixel Rate 10260 Mpixels/sec 11600 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the largest amount of information (in units of MB per second) that can be moved across the external memory interface within a second. The number is calculated by multiplying the bus width by its memory speed. In the case of DDR memory, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.

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

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

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