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GeForce 8800 GTS (G92) vs GeForce GT 340

Intro

The GeForce 8800 GTS (G92) features a GPU clock speed of 650 MHz, and the 512 MB of GDDR3 RAM runs at 970 MHz through a 256-bit bus. It also is made up of 128 Stream Processors, 64 TAUs, and 16 Raster Operation Units.

Compare all of that to the GeForce GT 340, which makes use of a 40 nm design. nVidia has clocked the core frequency at 550 MHz. The GDDR5 RAM works at a frequency of 850 MHz on this specific card. It features 96 SPUs along with 32 TAUs and 8 Rasterization Operator Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GT 340 69 Watts
GeForce 8800 GTS (G92) 135 Watts
Difference: 66 Watts (96%)

Memory Bandwidth

Performance-wise, the GeForce 8800 GTS (G92) should in theory be just a bit superior to the GeForce GT 340 overall. (explain)

GeForce 8800 GTS (G92) 62080 MB/sec
GeForce GT 340 54400 MB/sec
Difference: 7680 (14%)

Texel Rate

The GeForce 8800 GTS (G92) should be quite a bit (approximately 136%) better at texture filtering than the GeForce GT 340. (explain)

GeForce 8800 GTS (G92) 41600 Mtexels/sec
GeForce GT 340 17600 Mtexels/sec
Difference: 24000 (136%)

Pixel Rate

The GeForce 8800 GTS (G92) is quite a bit (approximately 136%) better at AA than the GeForce GT 340, and will be able to handle higher screen resolutions while still performing well. (explain)

GeForce 8800 GTS (G92) 10400 Mpixels/sec
GeForce GT 340 4400 Mpixels/sec
Difference: 6000 (136%)

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 (G92)

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

GeForce GT 340

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce 8800 GTS (G92) GeForce GT 340
Manufacturer nVidia nVidia
Year Dec 2007 February 2010
Code Name G92 GT215
Fab Process 65 nm 40 nm
Bus PCIe x16 2.0 PCIe x16
Memory 512 MB 512 MB
Core Speed 650 MHz 550 MHz
Shader Speed 1625 MHz 1340 MHz
Memory Speed 970 MHz 850 MHz
Unified Shaders 128 96
Texture Mapping Units 64 32
Render Output Units 16 8
Bus Type GDDR3 GDDR5
Bus Width 256-bit 128-bit
DirectX Version DirectX 10 DirectX 10.1
OpenGL Version OpenGL 3.0 OpenGL 3.3
Power (Max TDP) 135 watts 69 watts
Shader Model 4.0 4.1
Bandwidth 62080 MB/sec 54400 MB/sec
Texel Rate 41600 Mtexels/sec 17600 Mtexels/sec
Pixel Rate 10400 Mpixels/sec 4400 Mpixels/sec

Memory Bandwidth: Bandwidth is the max amount of information (measured in megabytes per second) that can be transferred over the external memory interface within a second. The number is calculated by multiplying the bus width by its memory clock speed. In the case of DDR memory, the result should be multiplied by 2 once again. If 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, High Dynamic Range and high resolutions.

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

Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly record to the local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes 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, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.

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