Quantifying the insanity
Shader arithmetic is becoming ever more important as games take better advantage of GPU programmability, but basic pixel fill rates and texturing capabilities remain an important component of overall performance. Delivered performance in these categories is also very much tied to memory bandwidth, so we'll take a look at that, as well. Here are the theoretical peak numbers for single graphics cards; optimally, these numbers would double in SLI or CrossFire, with perfect scaling.
| Core clock (MHz) |
Pixels/ clock |
Peak fill rate (Mpixels/s) |
Textures/ clock |
Peak fill rate (Mtexels/s) |
Effective memory clock (MHz) |
Memory bus width (bits) |
Peak memory bandwidth (GB/s) |
|
| GeForce 7900 GTX | 650 | 16 | 10400 | 24 | 15600 | 1600 | 256 | 51.2 |
| Radeon X1950 XTX | 650 | 16 | 10400 | 16 | 10400 | 2000 | 256 | 64.0 |
| GeForce 8800 GTS | 500 | 20 | 10000 | 24 | 12000 | 1600 | 320 | 64.0 |
| GeForce 7950 GX2 | 2 * 500 | 32 | 16000 | 48 | 24000 | 1200 | 2 * 256 | 76.8 |
| GeForce 8800 GTX | 575 | 24 | 13800 | 32 | 18400 | 1800 | 384 | 86.4 |
Note that the GeForce 7950 GX2 as listed already includes two G71 GPUs with their associated memory subsystems. You've got to then double those numbers for quad SLI configs. Nevertheless, the GeForce 8800 GTX has more memory bandwidth than the GX2, so dual GTXs in SLI will have more available memory bandwidth than a quad SLI rig. Yikes.
The GeForce 8800 GTS, meanwhile, doesn't compare favorably to the GeForce 7900 GTX in terms of pixel and texel fill rates, but you might suspect that won't be an issue when it comes time to run the latest games. Let's see how well these single and multi-GPU configs deliver on their theoretical promise in a synthetic benchmark.
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