GeForce GT 730 vs GeForce 8800 Ultra : Which one is better?
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GPU Comparison
NVIDIA GeForce GT 730 vs NVIDIA GeForce 8800 Ultra
VS
NVIDIA GeForce GT 730
NVIDIA GeForce 8800 Ultra
We compared two Desktop platform GPUs: 1024MB VRAM GeForce GT 730 and 768MB VRAM GeForce 8800 Ultra to see which GPU has better performance in key specifications, benchmark tests, power consumption, etc.
Main Differences
NVIDIA GeForce GT 730’s Advantages
Released 7 years and 1 months late
More VRAM (1024GB vs 768GB)
Lower TDP (49W vs 171W)
NVIDIA GeForce 8800 Ultra’s Advantages
Larger VRAM bandwidth (103. 7GB/s vs 28.80GB/s)
32 additional rendering cores
Benchmark
FP32 (float)
GeForce GT 730
0.269 TFLOPS
GeForce 8800 Ultra
+43%
0.387 TFLOPS
GeForce GT 730
VS
GeForce 8800 Ultra
Graphics Processor
GF108
GPU Name
G80
GF108-400-A1
GPU Variant
G80-450-A3
Fermi
Architecture
Tesla
TSMC
Foundry
TSMC
40 nm
Process Size
90 nm
585 million
Transistors
681 million
116mm²
Die Size
484mm²
Graphics Card
Jun 2014
Release Date
May 2007
GeForce 700
Generation
GeForce 8
Desktop
Type
Desktop
PCIe 2. 0 x16
Bus Interface
PCIe 1.0 x16
Clock Speeds
-
Base Clock
-
-
Boost Clock
-
900MHz
Memory Clock
1080MHz
Memory
1024MB
Memory Size
768MB
DDR3
Memory Type
GDDR3
128bit
Memory Bus
384bit
28. 80 GB/s
Bandwidth
103.7 GB/s
Render Config
96
Shading Units
128
2
SM Count
16
-
Tensor Cores
-
-
RT Cores
-
64 KB (per SM)
L1 Cache
-
256KB
L2 Cache
96KB
Theoretical Performance
2. 800 GPixel/s
Pixel Rate
14.69 GPixel/s
11.20 GTexel/s
Texture Rate
39.17 GTexel/s
-
FP16 (half)
-
268.8 GFLOPS
FP32 (float)
387.1 GFLOPS
22.40 GFLOPS
FP64 (double)
-
Board Design
49W
TDP
171W
200W
Suggested PSU
450W
1x DVI
1x HDMI 1. 3a
1x VGA
Outputs
2x DVI
1x S-Video
None
Power Connectors
2x 6-pin
Graphics Features
12 (11_0)
DirectX
11.1 (10_0)
4.6
OpenGL
3.3
1.1
OpenCL
1.1 (1.0)
N/A
Vulkan
N/A
2. 1
CUDA
1.0
5.1
Shader Model
4.0
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New Ultra High End Price Point With GeForce 8800 Ultra
by Derek Wilsonon May 2, 2007 9:00 AM EST
- Posted in
- GPUs
68 Comments
|
68 Comments
IndexThe GeForce 8800 UltraThe TestBattlefield 2 PerformanceThe Elder Scrolls IV: Oblivion PerformancePrey PerformanceRainbow Six: Vegas PerformanceS.T.A.L.K.E.R. PerformanceSupreme Commander PerformanceFinal Words
Introduction
NVIDIA owns the high end graphics market. For the past six months, there has been no challenge to the performance leadership of the GeForce 8800 GTX. Since the emergence of Windows Vista, NVIDIA hardware has been the only platform to support DX10. And now, before AMD has come to market with any competing solution whatsoever, NVIDIA is releasing a refresh of its top of the line part.
The GeForce 8800 Ultra debuting today doesn’t have any new features over the original 8800 GTX. The GPU is still manufactured using a 90nm process, and the transistor count hasn’t changed. This is different silicon (A3 revision), but the GPU has only really been tweaked rather than redesigned.
Not only will NVIDIA’s new part offer higher performance than the current leader, but it will introduce a new price point in the consumer graphics market moving well beyond the current $600 — $650 set by the 8800 GTX, skipping over the $700 mark to a new high of $830. That’s right, this new high end graphics card will be priced $230 higher than the current performance leader. With such a big leap in price, we had hoped to see a proportional leap in performance. Unfortunately, for the 38% increase in price, we only get a ~10% increase in core and shader clock speeds, and a 20% increase in memory clock.
Here’s a chart breaking down NVIDIA’s current DX10 lineup:
NVIDIA G8x Hardware | ||||||||
SPs | ROPs | Core Clock | Shader Clock | Memory Data Rate | Memory Bus Width | Memory Size | Price | |
8800 Ultra | 128 | 24 | 612MHz | 1.![]() |
2.16GHz | 384bit | 768MB | $830+ |
8800 GTX | 128 | 24 | 576MHz | 1.35GHz | 1.8GHz | 384bit | 768MB | $600-$650 |
8800 GTS | 96 | 20 | 513MHz | 1.19GHz | 1.6GHz | 320bit | 640MB | $400-$450 |
8800 GTS 320MB | 96 | 20 | 513MHz | 1.19GHz | 1.6GHz | 320bit | 320MB | $300-$350 |
8600 GTS | 32 | 8 | 675MHz | 1.45GHz | 2GHz | 128bit | 256MB | $200-$230 |
8600 GT | 32 | 8 | 540MHz | 1.![]() |
1.4GHz | 128bit | 256MB | $150-$160 |
8500 GT | 16 | 4 | 450MHz | 900MHz | 800MHz | 128bit | 256MB/512MB | $89-$129 |
We do know NVIDIA has wanted to push up towards the $1000 graphics card segment for a while. Offering the top of the line for what almost amounts to a performance tax would give NVIDIA the ability to sell a card and treat it like a Ferrari. It would turn high end graphics into a status symbol rather than a commodity. That and having a huge margin part in the mix can easily generate additional profits.
Price gaps larger than performance increases are not unprecedented. In the CPU world, we see prices rise much faster than performance, especially at the high end. It makes sense that NVIDIA would want to capitalize on this sort of model and charge an additional premium for their highest performing part. This way, they also get to introduce a new high end part without pushing down the price of the rest of their lineup.
Unfortunately, the stats on the hardware look fairly similar to an overclocked 8800 GTX priced at $650: the EVGA e-GeForce 8800 GTX KO ACS3. With core/shader/memory clock speeds at 626/1450/1000, this EVGA overclocked part poses some stiff competition both in terms of performance and especially price. NVIDIA’s G80 silicon revision might need to be sprinkled with magic fairy dust to offer any sort of competition to the EVGA card.
We should also note that this part won’t be available until around the 15th of May, and this marks the first launch to totally balk on the hard launch with product announcement standard. While we hate to see the hard launch die from a consumer standpoint, we know those in the graphics industry are thrilled to see some time reappear between announcement and launch. While hard launches may be difficult, going this direction leaves hardware designers with enough rope to hang themselves. We would love to believe AMD and NVIDIA would be more responsible now, but there is no real reason to think history won’t repeat itself.
But now, let’s take a look at what we are working with today.
The GeForce 8800 Ultra
IndexThe GeForce 8800 UltraThe TestBattlefield 2 PerformanceThe Elder Scrolls IV: Oblivion PerformancePrey PerformanceRainbow Six: Vegas PerformanceS.T.A.L.K.E.R. PerformanceSupreme Commander PerformanceFinal Words
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performance overview and gaming performance tests
The GeForce 8800 Ultra video card was released by NVIDIA, release date: May 2, 2007. At the time of release, the video card cost $829. The video card is designed for desktop computers and is built on the Tesla architecture codenamed G80.
Core frequency — 612 MHz. Texturing speed — 39.2 billion / sec. Number of shader processors — 128. Floating point performance — 387.1 gflops. Technological process — 90 nm. The number of transistors is 681 million. Power consumption (TDP) — 171 Watt.
Memory type: GDDR3. The maximum memory size is 512 MB. Memory bus width — 384 Bit. Memory frequency — 1080 MHz. The memory bandwidth is 103.7 GB / s.
Benchmarks
PassMark G3D Mark |
|
|||
PassMark G2D Mark |
|
Name | Meaning |
---|---|
PassMark — G3D Mark | 643 |
PassMark — G2D Mark | 252 |
Features
Architecture | Tesla |
Codename | G80 |
Production date | May 2, 2007 |
Price at first issue date | $829 |
Place in the ranking | 593 |
Type | Desktop |
Core frequency | 612MHz |
Number of CUDA conveyors | 612 |
Floating point performance | 387.![]() |
Process | 90nm |
Number of shaders | 128 |
Texturing speed | 39.2 billion/sec |
Power consumption (TDP) | 171 Watt |
Number of transistors | 681 million |
Video connectors | 2x DVI, 1x S-Video |
Interface | PCIe 1.0 x16 |
Length | 270mm |
Additional power connectors | 2x 6-pin |
DirectX | 10.![]() |
OpenGL | 3.3 |
Maximum memory size | 512MB |
Memory bandwidth | 103.7 GB/s |
Memory bus width | 384 Bit |
Memory frequency | 1080MHz |
Memory type | GDDR3 |
SLI |
Chipset GeForce 8800 Ultra — WORLD NVIDIA
Codename 900 02 GPU symbol |
G80 | |
---|---|---|
Release year |
2007 | |
PCI DeviceID GPU bus ID |
0194 | |
Computing unit frequency in 3D mode, MHz Frequently the operation of shader processors (SPU) when using 3D functions |
1512 | |
Frequency of rendering units in 3D mode, MHz Frequency of rendering units (TMU and ROP) when using 3D functions |
612 | |
Transistors, mln. |
90 | |
Compute Units Number of Shader Processors (SPUs) |
128 | |
TMUs TMUs |
32 | |
ROPs Number of ROPs |
24 | |
Max textures applied per pass |
32 | |
GFL Single Precision |
580.6 | |
Computational performance, gigaflops Double precision |
No0003
Fillrate, without texturing | 14688 |
Scene fill rate, million texels/s Fillrate, with texturing |
||
Video memory type Supported video memory types |
GDDR3 | |
Maximum video memory, MB Maximum video memory supported by the GPU |
768 | |
Video memory bus width, bits |
384 | |
Video memory bus frequency, MHz 900 02 Data bus reference frequency, ½ of DDR |
1080 | |
Video memory bus bandwidth, GB/s |
103.![]() |
|
Bus interface Supported computer buses |
PCI Express 1.0a x16 | |
SLI support NVIDIA SLI modes supported by the GPU |
SLI, 3-Way SLI | |
Universal shaders version Maximum version of universal shaders supported ov |
4.0 | |
Tesselation Supported tessellation algorithms |
No | |
Cube Environment Maps (CEM) |
Yes | |
Bump mapping Supported bump mapping algorithms |
Emboss, DOT3, EMBM ) textures | Yes |
Texture compression Supported algorithms texture compression |
S3TC, RGTC | |
Paletted (indexed) textures Indexed color palette texture support |
No | |
Custom sized textures Support for textures with sizes that are not multiples of 2 |
Yes | |
9 0002 Maximum texture size, pixels | 8192×8192 | |
Depth buffer formats Supported Depth Buffer Formats |
Z (16b, 24b fixed, 32b float) | |
UltraShadow Version Support for NVIDIA UltraShadow 9 technology0003 |
2.![]() |
|
Anisotropic filtering (AF) levels |
2, 4, 8, 16 | |
9000 2 Degrees of Full Screen Anti-Aliasing (FSAA) | MSAA RGS 2x, 4x, 8xQ CSAA 8x, 16x , 16xQ | |
Maximum color depth per channel, bit Internal for 3D rendering |
32 | |
Advanced color rendering range (HDR), bit |
128 | |
Parallel Rendering (MRT) Render Simultaneously to Buffer# |
8 | |
9 0002 MPEG-2 decoding
Supported video decoding levels |
IDCT, MoComp | |
WMV decoding Supported video decoding levels |
MoComp, PostProc | |
VC-1 decoding Supported video decoding levels |
MoComp, PostProc | |
H.264 decoding Supported video decoding levels |
MoComp_NoFGT |
AVC MVC decoding Blu-ray 3D decoding acceleration |
No |
Dual-Stream Support for decoding two video streams simultaneously |
No | |
Deinterlacing Supported deinterlacing algorithms |
PixelAdaptive | |
Direct3D support version Maximum supported API version |
10 .![]() |