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GeForce 9600 GSO 384MB vs GeForce 9600 GSO 768MB

Intro

The GeForce 9600 GSO 384MB features a core clock frequency of 550 MHz and a GDDR3 memory frequency of 800 MHz. It also features a 192-bit bus, and uses a 65 nm design. It features 96 SPUs, 48 TAUs, and 12 ROPs.

Compare all of that to the GeForce 9600 GSO 768MB, which comes with GPU core speed of 550 MHz, and 768 MB of GDDR3 memory set to run at 800 MHz through a 192-bit bus. It also is made up of 96 SPUs, 48 TAUs, and 12 Raster Operation Units.

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Power Usage and Theoretical Benchmarks

Both cards have the same power consumption.

Memory Bandwidth

Both cards have exactly the same bandwidth, so theoretically they should have identical performance. (explain)

Texel Rate

Both cards have exactly the same texel fill rate, so in theory they should perform equally good at at AF. (explain)

Pixel Rate

Both cards have the exact same pixel fill rate, so theoretically they should be equally good at at FSAA, and be able to handle the same 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 9600 GSO 384MB

Amazon.com

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GeForce 9600 GSO 768MB

Amazon.com

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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 9600 GSO 384MB GeForce 9600 GSO 768MB
Manufacturer nVidia nVidia
Year May 2008 May 2008
Code Name G92 G92
Memory 384 MB 768 MB
Core Speed 550 MHz 550 MHz
Memory Speed 1600 MHz 1600 MHz
Power (Max TDP) 84 watts 84 watts
Bandwidth 38400 MB/sec 38400 MB/sec
Texel Rate 26400 Mtexels/sec 26400 Mtexels/sec
Pixel Rate 6600 Mpixels/sec 6600 Mpixels/sec
Unified Shaders 96 96
Texture Mapping Units 48 48
Render Output Units 12 12
Bus Type GDDR3 GDDR3
Bus Width 192-bit 192-bit
Fab Process 65 nm 65 nm
Transistors 754 million 754 million
Bus PCIe x16 2.0 PCIe x16 2.0
DirectX Version DirectX 10 DirectX 10
OpenGL Version OpenGL 3.0 OpenGL 3.0

Memory Bandwidth: Bandwidth is the max amount of data (in units of megabytes per second) that can be moved across the external memory interface in one second. It is calculated by multiplying the interface width by its memory clock speed. If it uses DDR RAM, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.

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

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

Display Prices

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GeForce 9600 GSO 384MB

Amazon.com

Check prices at:

GeForce 9600 GSO 768MB

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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