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GeForce 8800 GS vs GeForce GT 210

Intro

The GeForce 8800 GS comes with core speeds of 550 MHz on the GPU, and 800 MHz on the 384 MB of GDDR3 memory. It features 96 SPUs as well as 48 Texture Address Units and 12 Rasterization Operator Units.

Compare those specs to the GeForce GT 210, which has clock speeds of 589 MHz on the GPU, and 800 MHz on the 512 MB of DDR3 RAM. It features 16 SPUs along with 8 TAUs and 4 ROPs.

(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

In theory, the GeForce 8800 GS is 200% quicker than the GeForce GT 210 overall, due to its greater bandwidth. (explain)

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

Texel Rate

The GeForce 8800 GS is quite a bit (about 460%) more effective at AF than the GeForce GT 210. (explain)

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

Pixel Rate

The GeForce 8800 GS will be a lot (about 180%) better at AA than the GeForce GT 210, and will be able to handle higher resolutions while still performing well. (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 max amount of information (in units of MB per second) that can be transferred over the external memory interface in one second. It's worked out by multiplying the interface width by its memory clock speed. If it uses DDR type RAM, the result should be multiplied by 2 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 high resolutions.

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

Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of colour ROPs 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 rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.

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