Final Words

The performance of the NVIDIA GeForce 8800 GTS 320MB is very solid in most cases. It is possible for the reduced amount of onboard memory to severely retard the capabilities of the G80, as we have seen in a few select cases at high resolutions with AA enabled. Battlefield 2 was the hardest hit by the memory size decrease with AA, rendering the game unplayable at 2560x1600 with 4xAA (while without AA, framerates approach the 100fps cap). Of course, most gamers don't have 30" panels, and 1600x1200 and 1920x1200 really seem to treat this card well.

Without AA, the only real issue is with Quake 4, which uses a huge amount of onboard memory to store uncompressed textures and normal maps in the Ultra mode we test. The visual quality difference between High and Ultra quality in Quake 4 is very small for the performance impact it has in this case, so Quake 4 (or other Doom 3 engine game) fans who purchase the 8800 GTS 320MB may wish to avoid Ultra mode.

Based on the games and settings we tested, we feel very confident in recommending the NVIDIA GeForce 8800 GTS 320MB to gamers who run at 1920x1200 or less without AA enabled. With or without AA, at these resolutions games look good and play well on the new part. There are better values when AA is enabled in many cases, so those whose primary requirement is good AA at these high resolutions will have to look elsewhere. Gamers who invest in a 30" panel will likely also want a higher end graphics card, but for current games at resolutions under 2560x1600 the 8800 GTX can be a bit overkill.

It's always difficult to speculate about how this part will perform on future games and against future competitors. It is very tempting to try to extrapolate performance of next generation titles by looking at Oblivion and Rainbow Six: Vegas. While both sport cutting edge graphics, and Vegas is even based on Epic's Unreal Engine 3, it is still too early to tell what developers are going to do with memory usage. Will we see more compute intensive games like Oblivion and Rainbow Six? Or will huge uncompressed textures show up to the party as well? And we won't even venture a guess about AMD at this point.

But even if we don't look to the future, the 8800 GTS 320MB has a lot to recommend it. Performance in current games against current hardware at moderately high resolutions without AA put it on par with a part $100 more expensive. We are quite happy to have a slightly less expensive GeForce 8 Series card to play with, and we look forward to seeing how memory size will directly impact games in the future. It is also likely that NVIDIA has some additional driver tuning to complete, so in some instances the performance gap between the two GTS parts may decrease.

Rainbow Six: Vegas Performance
Comments Locked

55 Comments

View All Comments

  • tacoburrito - Monday, February 12, 2007 - link

    With all the eye candy turned on, the 320mb card seems to be only on par with the previous gen 79xx cards, but costs almost twice as much. I'd much rather cough up the extra $200 and get the full GTS version.
  • DerekWilson - Monday, February 12, 2007 - link

    Actually, the 320MB card blows away the 7 series in our tests. Why would you say that it's only on par? At 16x12, the 8800 GTS 320MB is 60% faster, and the difference in performance only gets larger from there.
  • tacoburrito - Monday, February 12, 2007 - link

    With the exception of Half Life 2, at 4x AA, wouldn't you say that the 8800 GTS 320 is only marginally better than 7950 GT, but would costs twice a much?
  • tacoburrito - Monday, February 12, 2007 - link

    Whoops, I meant to say 7900 GTX
  • DerekWilson - Monday, February 12, 2007 - link

    From the context of the thread, I assumed you were talking about Oblivion.

    Without AA, the 8800 320MB is much better than the 7900 GTX. With AA, there is an argument to be made, but the price of the 7900 GTX (as Jarred pointed out) is higher.

  • JarredWalton - Monday, February 12, 2007 - link

    I'd be very curious to find out where you're seeing 7900 GTX cards for "half the price". I don't see any in stock when taking a quick look at major resellers, and our http://labs.anandtech.com/products.php?sfilter=462">Pricing Engine confirms that. I'm pretty sure the 7900 GTX is discontinued now, and prices never got below $400.
  • Wwhat - Monday, February 12, 2007 - link

    It still remains to be seen how DX10 games (or future OpenGL games that use geometry shaders?) run on the various incarnations of the new cards, you should have put that in the conclusion as a caveat, it's not just textures anymore you know.

    I don't thinks there's anything at all currently that uses geometry shaders, you wonder why some developer doesn't throw together a quick test utility, billions of people on the planet and nobody can do that little effort? geez.
    Surely someone at crytek or Id or something can write a small looping thing with a framecounter? anand should send out some mails, get someone on his feet.

  • DerekWilson - Monday, February 12, 2007 - link

    There are some dx10 sample apps that make use of geometry shaders ... I've been working on testing these, but it is more difficult than it may seem as FRAPS has trouble with DX10 apps.

    You do have a point though -- DX10 performance will be important. The problem is that we can't really make a recommendation based on DX10 performance.

    The 8 series parts do have more value than the 7 series and x1k series parts in that they support DX10. But this is as far as we can take it. Performance in the games we have does matter, and it is much more prudent to make a purchase only based on the information we know.

    Sure, if the cost and performance of an 8 series part is the same or very near some DX9 class hardware, the features and DX10 support are there to recommend it over the competition. But it's hard to really use this information in any other capacity without knowing how good their DX10 support really is.
  • Awax - Monday, February 12, 2007 - link

    The main point for me is the low impact of memory size on modern games.

    On previous generation game, like Quake4, developers had to use a lot of high resolution texture/bump map/lookup map to achieve advanced effect with the limited capacity in raw performances and flexibility of the cards available.

    With DX9 and more in DX10, the new way is to _CALCULATE_ things completely instead of having them interpolated with tricks using intermediary results or already computed lookup tables stored in textures.
  • DerekWilson - Monday, February 12, 2007 - link

    But new ways to calculate things will also benefit from having huge amounts of data to calculate things from.

    It's really hard to speculate on the direction DX10 games will take at this point. Certianly we will see more use of programmable features and a heavier impact on processing power. But memory usage will also increase. We'll just have to wait and see what happens.

Log in

Don't have an account? Sign up now