Compare any two graphics cards:
GeForce 8800 GTS (G80) 640MB vs GeForce GT 340
IntroThe GeForce 8800 GTS (G80) 640MB comes with a core clock speed of 513 MHz and a GDDR3 memory frequency of 792 MHz. It also features a 320-bit memory bus, and uses a 90 nm design. It is made up of 96 SPUs, 48 TAUs, and 20 ROPs.Compare all of that to the GeForce GT 340, which has a clock frequency of 550 MHz and a GDDR5 memory frequency of 850 MHz. It also features a 128-bit memory bus, and uses a 40 nm design. It is comprised of 96 SPUs, 32 TAUs, and 8 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthIn theory, the GeForce 8800 GTS (G80) 640MB should be a bit faster than the GeForce GT 340 overall. (explain)
Texel RateThe GeForce 8800 GTS (G80) 640MB is quite a bit (more or less 40%) better at texture filtering than the GeForce GT 340. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce 8800 GTS (G80) 640MB is superior to the GeForce GT 340, by a large margin. (explain)
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 ComparisonPlease 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.
Specifications
Memory Bandwidth: Bandwidth is the maximum amount of information (measured in megabytes per second) that can be transported over the external memory interface in one second. The number is worked out by multiplying the bus width by the speed of its memory. In the case of DDR type 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 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 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 texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second. Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip can possibly record to the local memory in a 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 - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel 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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