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GeForce 8800 GTS (G80) 640MB vs GeForce GT 340 1GB

Intro

The GeForce 8800 GTS (G80) 640MB uses a 90 nm design. nVidia has clocked the core speed at 513 MHz. The GDDR3 memory runs at a speed of 792 MHz on this specific model. It features 96 SPUs as well as 48 Texture Address Units and 20 Rasterization Operator Units.

Compare all of that to the GeForce GT 340 1GB, which makes use of a 40 nm design. nVidia has set the core frequency at 550 MHz. The GDDR5 RAM runs at a speed of 850 MHz on this particular model. It features 96 SPUs along with 32 Texture Address Units and 8 Rasterization Operator Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GT 340 1GB 69 Watts
GeForce 8800 GTS (G80) 640MB 143 Watts
Difference: 74 Watts (107%)

Memory Bandwidth

Theoretically speaking, the GeForce 8800 GTS (G80) 640MB will be 16% quicker than the GeForce GT 340 1GB overall, because of its greater data rate. (explain)

GeForce 8800 GTS (G80) 640MB 63360 MB/sec
GeForce GT 340 1GB 54400 MB/sec
Difference: 8960 (16%)

Texel Rate

The GeForce 8800 GTS (G80) 640MB is a lot (about 40%) faster with regards to texture filtering than the GeForce GT 340 1GB. (explain)

GeForce 8800 GTS (G80) 640MB 24624 Mtexels/sec
GeForce GT 340 1GB 17600 Mtexels/sec
Difference: 7024 (40%)

Pixel Rate

The GeForce 8800 GTS (G80) 640MB will be much (approximately 133%) more effective at full screen anti-aliasing than the GeForce GT 340 1GB, and should be capable of handling higher screen resolutions better. (explain)

GeForce 8800 GTS (G80) 640MB 10260 Mpixels/sec
GeForce GT 340 1GB 4400 Mpixels/sec
Difference: 5860 (133%)

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

GeForce GT 340 1GB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce 8800 GTS (G80) 640MB GeForce GT 340 1GB
Manufacturer nVidia nVidia
Year Nov 2006 (640) February 2010
Code Name G80 GT215
Fab Process 90 nm 40 nm
Bus PCIe x16 PCIe x16
Memory 640 MB 1024 MB
Core Speed 513 MHz 550 MHz
Shader Speed 1188 MHz 1340 MHz
Memory Speed 792 MHz 850 MHz
Unified Shaders 96 96
Texture Mapping Units 48 32
Render Output Units 20 8
Bus Type GDDR3 GDDR5
Bus Width 320-bit 128-bit
DirectX Version DirectX 10 DirectX 10.1
OpenGL Version OpenGL 3.0 OpenGL 3.3
Power (Max TDP) 143 watts 69 watts
Shader Model 4.0 4.1
Bandwidth 63360 MB/sec 54400 MB/sec
Texel Rate 24624 Mtexels/sec 17600 Mtexels/sec
Pixel Rate 10260 Mpixels/sec 4400 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the max amount of data (in units of MB per second) that can be transferred across the external memory interface in a second. It's worked out by multiplying the card's bus width by the speed of its memory. If it uses DDR type RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed in one second. This number is calculated by multiplying the total texture units by the core 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 processed in a second.

Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly record to the local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate is also dependant on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.

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