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GeForce 8800 GTS (G80) 640MB vs Radeon HD 6770 1GB

Intro

The GeForce 8800 GTS (G80) 640MB features core clock speeds of 513 MHz on the GPU, and 792 MHz on the 640 MB of GDDR3 memory. It features 96 SPUs as well as 48 Texture Address Units and 20 Rasterization Operator Units.

Compare those specifications to the Radeon HD 6770 1GB, which uses a 40 nm design. ATi has set the core speed at 900 MHz. The GDDR5 memory works at a frequency of 1050 MHz on this particular model. It features 800 SPUs as well as 40 Texture Address Units and 16 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon HD 6770 1GB 108 Watts
GeForce 8800 GTS (G80) 640MB 143 Watts
Difference: 35 Watts (32%)

Memory Bandwidth

Performance-wise, the Radeon HD 6770 1GB should in theory be a small bit superior to the GeForce 8800 GTS (G80) 640MB overall. (explain)

Radeon HD 6770 1GB 67200 MB/sec
GeForce 8800 GTS (G80) 640MB 63360 MB/sec
Difference: 3840 (6%)

Texel Rate

The Radeon HD 6770 1GB will be a lot (about 46%) better at anisotropic filtering than the GeForce 8800 GTS (G80) 640MB. (explain)

Radeon HD 6770 1GB 36000 Mtexels/sec
GeForce 8800 GTS (G80) 640MB 24624 Mtexels/sec
Difference: 11376 (46%)

Pixel Rate

The Radeon HD 6770 1GB will be much (about 40%) better at AA than the GeForce 8800 GTS (G80) 640MB, and also should be capable of handling higher screen resolutions without slowing down too much. (explain)

Radeon HD 6770 1GB 14400 Mpixels/sec
GeForce 8800 GTS (G80) 640MB 10260 Mpixels/sec
Difference: 4140 (40%)

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) 640MB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Radeon HD 6770 1GB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce 8800 GTS (G80) 640MB Radeon HD 6770 1GB
Manufacturer nVidia ATi
Year Nov 2006 (640) January 2011
Code Name G80 Juniper XT
Fab Process 90 nm 40 nm
Bus PCIe x16 PCIe x16
Memory 640 MB 1024 MB
Core Speed 513 MHz 900 MHz
Shader Speed 1188 MHz (N/A) MHz
Memory Speed 792 MHz 1050 MHz
Unified Shaders 96 800
Texture Mapping Units 48 40
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 108 watts
Shader Model 4.0 5.0
Bandwidth 63360 MB/sec 67200 MB/sec
Texel Rate 24624 Mtexels/sec 36000 Mtexels/sec
Pixel Rate 10260 Mpixels/sec 14400 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the largest amount of information (in units of MB per second) that can be transferred over the external memory interface in one second. It's worked out by multiplying the card's bus width by its memory speed. In the case of DDR RAM, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, 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 processed per second. This is calculated by multiplying the total number of texture units by the core clock speed of the chip. The higher the texel rate, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.

Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly record to the local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on lots of 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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