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GeForce 8800 GS vs GeForce GT 210

Intro

The GeForce 8800 GS features core clock speeds of 550 MHz on the GPU, and 800 MHz on the 384 MB of GDDR3 memory. It features 96 SPUs along with 48 Texture Address Units and 12 ROPs.

Compare those specs to the GeForce GT 210, which features a core clock frequency of 589 MHz and a DDR3 memory frequency of 800 MHz. It also makes use of a 64-bit memory bus, and uses a 40 nm design. It is comprised of 16 SPUs, 8 Texture Address Units, and 4 Raster Operation Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GT 210 31 Watts
GeForce 8800 GS 105 Watts
Difference: 74 Watts (239%)

Memory Bandwidth

The GeForce 8800 GS should in theory perform quite a bit faster than the GeForce GT 210 overall. (explain)

GeForce 8800 GS 38400 MB/sec
GeForce GT 210 12800 MB/sec
Difference: 25600 (200%)

Texel Rate

The GeForce 8800 GS will be a lot (approximately 460%) faster with regards to texture filtering than the GeForce GT 210. (explain)

GeForce 8800 GS 26400 Mtexels/sec
GeForce GT 210 4712 Mtexels/sec
Difference: 21688 (460%)

Pixel Rate

If running with lots of anti-aliasing is important to you, then the GeForce 8800 GS is the winner, and very much so. (explain)

GeForce 8800 GS 6600 Mpixels/sec
GeForce GT 210 2356 Mpixels/sec
Difference: 4244 (180%)

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

GeForce 8800 GS

Amazon.com

GeForce GT 210

Amazon.com

Please note that the price comparisons are based on search keywords - sometimes it might show cards with very similar names that are not exactly the same as the one chosen in the comparison. We do try to filter out the wrong results as best we can, though.

Specifications

Model GeForce 8800 GS GeForce GT 210
Manufacturer nVidia nVidia
Year Jan 2008 October 2009
Code Name G92 GT218
Fab Process 65 nm 40 nm
Bus PCIe x16 2.0 PCIe 2.0
Memory 384 MB 512 MB
Core Speed 550 MHz 589 MHz
Shader Speed 1375 MHz 1402 MHz
Memory Speed 800 MHz (1600 MHz effective) 800 MHz (1600 MHz effective)
Unified Shaders 96 16
Texture Mapping Units 48 8
Render Output Units 12 4
Bus Type GDDR3 DDR3
Bus Width 192-bit 64-bit
DirectX Version DirectX 10 DirectX 10.1
OpenGL Version OpenGL 3.0 OpenGL 3.2
Power (Max TDP) 105 watts 31 watts
Shader Model 4.0 4.1
Bandwidth 38400 MB/sec 12800 MB/sec
Texel Rate 26400 Mtexels/sec 4712 Mtexels/sec
Pixel Rate 6600 Mpixels/sec 2356 Mpixels/sec

Memory Bandwidth: Bandwidth is the largest amount of information (measured in megabytes per second) that can be transferred past the external memory interface in a second. The number is worked out by multiplying the card's interface width by its memory speed. In the case of DDR RAM, it should be multiplied by 2 again. If it uses 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, High Dynamic Range and high resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed per second. This is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The higher this number, 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 the graphics card could possibly record to the local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - also called 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 memory bandwidth is, the lower the ability to get to the maximum fill rate.

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