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GeForce 8800 GS vs Radeon R7 M260X

Intro

The GeForce 8800 GS has a GPU core clock speed of 550 MHz, and the 384 MB of GDDR3 RAM runs at 800 MHz through a 192-bit bus. It also features 96 SPUs, 48 TAUs, and 12 Raster Operation Units.

Compare those specs to the Radeon R7 M260X, which has clock speeds of 825 MHz on the GPU, and 1000 MHz on the 2048 MB of GDDR5 RAM. It features 384 SPUs as well as 24 Texture Address Units and 8 Rasterization Operator Units.

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Power Usage and Theoretical Benchmarks

Memory Bandwidth

Performance-wise, the Radeon R7 M260X should theoretically be a lot superior to the GeForce 8800 GS in general. (explain)

Radeon R7 M260X 64000 MB/sec
GeForce 8800 GS 38400 MB/sec
Difference: 25600 (67%)

Texel Rate

The GeForce 8800 GS will be quite a bit (about 33%) better at AF than the Radeon R7 M260X. (explain)

GeForce 8800 GS 26400 Mtexels/sec
Radeon R7 M260X 19800 Mtexels/sec
Difference: 6600 (33%)

Pixel Rate

Both cards have the exact same pixel rate, so theoretically they should perform equally good at at anti-aliasing, and be able to handle the same screen resolutions. (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 Comparison

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GeForce 8800 GS

Amazon.com

Check prices at:

Radeon R7 M260X

Amazon.com

Check prices at:

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

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Model GeForce 8800 GS Radeon R7 M260X
Manufacturer nVidia AMD
Year Jan 2008 June 2014
Code Name G92 Opal
Memory 384 MB 2048 MB
Core Speed 550 MHz 825 MHz
Memory Speed 1600 MHz 4000 MHz
Power (Max TDP) 105 watts (Unknown) watts
Bandwidth 38400 MB/sec 64000 MB/sec
Texel Rate 26400 Mtexels/sec 19800 Mtexels/sec
Pixel Rate 6600 Mpixels/sec 6600 Mpixels/sec
Unified Shaders 96 384
Texture Mapping Units 48 24
Render Output Units 12 8
Bus Type GDDR3 GDDR5
Bus Width 192-bit 128-bit
Fab Process 65 nm 28 nm
Transistors 754 million (Unknown) million
Bus PCIe x16 2.0 PCIe 3.0 x8
DirectX Version DirectX 10 DirectX 11.2
OpenGL Version OpenGL 3.0 OpenGL 4.3

Memory Bandwidth: Bandwidth is the maximum amount of data (measured in MB per second) that can be transported across the external memory interface within a second. The number is worked out by multiplying the interface width by its memory clock speed. If it uses DDR memory, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.

Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed per second. This is calculated by multiplying the total 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 processed in one second.

Pixel Rate: Pixel rate is the most pixels the video card can possibly record to the local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.

Display Prices

Hide Prices

GeForce 8800 GS

Amazon.com

Check prices at:

Radeon R7 M260X

Amazon.com

Check prices at:

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.

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