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GeForce 9800 GX2 vs GeForce GTX 465

Intro

The GeForce 9800 GX2 comes with a GPU core clock speed of 600 MHz, and the 512 MB of GDDR3 memory is set to run at 1000 MHz through a 256-bit bus. It also features 128 SPUs, 64 Texture Address Units, and 16 ROPs.

Compare those specs to the GeForce GTX 465, which features a clock speed of 607 MHz and a GDDR5 memory speed of 802 MHz. It also makes use of a 256-bit memory bus, and makes use of a 40 nm design. It is comprised of 352 SPUs, 44 Texture Address Units, and 32 Raster Operation Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce 9800 GX2 197 Watts
GeForce GTX 465 200 Watts
Difference: 3 Watts (2%)

Memory Bandwidth

Theoretically speaking, the GeForce 9800 GX2 is 25% faster than the GeForce GTX 465 in general, because of its higher data rate. (explain)

GeForce 9800 GX2 128000 MB/sec
GeForce GTX 465 102592 MB/sec
Difference: 25408 (25%)

Texel Rate

The GeForce 9800 GX2 will be much (more or less 188%) more effective at AF than the GeForce GTX 465. (explain)

GeForce 9800 GX2 76800 Mtexels/sec
GeForce GTX 465 26708 Mtexels/sec
Difference: 50092 (188%)

Pixel Rate

If using lots of anti-aliasing is important to you, then the GeForce GTX 465 is superior to the GeForce 9800 GX2, not by a very large margin though. (explain)

GeForce GTX 465 19424 Mpixels/sec
GeForce 9800 GX2 19200 Mpixels/sec
Difference: 224 (1%)

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.

One or more cards in this comparison are multi-core. This means that their bandwidth, texel and pixel rates are theoretically doubled - this does not mean the card will actually perform twice as fast, but only that it should in theory be able to. Actual game benchmarks will give a more accurate idea of what it's capable of.

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 9800 GX2

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

GeForce GTX 465

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce 9800 GX2 GeForce GTX 465
Manufacturer nVidia nVidia
Year Mar 2008 May 2010
Code Name G92 GF100
Fab Process 65 nm 40 nm
Bus PCIe x16 2.0 PCIe x16
Memory 512 MB (x2) 1024 MB
Core Speed 600 MHz (x2) 607 MHz
Shader Speed 1500 MHz (x2) 1215 MHz
Memory Speed 1000 MHz (x2) 802 MHz
Unified Shaders 128 (x2) 352
Texture Mapping Units 64 (x2) 44
Render Output Units 16 (x2) 32
Bus Type GDDR3 GDDR5
Bus Width 256-bit (x2) 256-bit
DirectX Version DirectX 10 DirectX 11
OpenGL Version OpenGL 3.0 OpenGL 4.1
Power (Max TDP) 197 watts 200 watts
Shader Model 4.0 5.0
Bandwidth 128000 MB/sec 102592 MB/sec
Texel Rate 76800 Mtexels/sec 26708 Mtexels/sec
Pixel Rate 19200 Mpixels/sec 19424 Mpixels/sec

Memory Bandwidth: Bandwidth is the max amount of information (in units of MB per second) that can be transferred past 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 type RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the card's 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 is calculated by multiplying the total amount of texture units of the card by the core speed of the chip. The higher the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.

Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly record to its local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.

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