GPU Wiki
Compare GPUs
Select up to four GPU Wiki entries to compare matching specifications row by row. The comparison uses the site database and keeps generation-specific specs visibly separate.
Popular comparisons
| Spec | EGA Wonder 800+ ATI |
|---|---|
| Overview | |
| Product name | ATI EGA Wonder 800+ |
| Architecture | Wonder |
| Generation / family | ATI Wonder Series |
| Launch date | 1988-01-01 |
| Market segment | Gaming |
| Board type / entry type | Reference GPU |
| GPU | |
| Process node | NEC 800 nm |
| Die size | 90 mm² |
| GPU chip | 18800-1 |
| ROPs | 1 |
| Clocks | |
| Base / Core clock | 25 MHz |
| Boost clock | 25 MHz |
| Memory clock | 8 MHz |
| Memory | |
| Memory size | 262 KB |
| Memory type | DRAM |
| Memory bus width | 32-bit |
| Memory bandwidth | 0.032 GB/s |
| Bus / Interface | |
| Bus interface | ISA 8-bit |
| AGP / PCI / PCIe distinction | ISA 8-bit |
| Power | |
| Recommended PSU | 200 W |
| Slot width | Single-slot |
Overview
Product name
EGA Wonder 800+ (ATI)
ATI EGA Wonder 800+
Architecture
EGA Wonder 800+ (ATI)
Wonder
Generation / family
EGA Wonder 800+ (ATI)
ATI Wonder Series
Launch date
EGA Wonder 800+ (ATI)
1988-01-01
Market segment
EGA Wonder 800+ (ATI)
Gaming
Board type / entry type
EGA Wonder 800+ (ATI)
Reference GPU
GPU
Process node
EGA Wonder 800+ (ATI)
NEC 800 nm
Die size
EGA Wonder 800+ (ATI)
90 mm²
GPU chip
EGA Wonder 800+ (ATI)
18800-1
ROPs
EGA Wonder 800+ (ATI)
1
Clocks
Base / Core clock
EGA Wonder 800+ (ATI)
25 MHz
Boost clock
EGA Wonder 800+ (ATI)
25 MHz
Memory clock
EGA Wonder 800+ (ATI)
8 MHz
Memory
Memory size
EGA Wonder 800+ (ATI)
262 KB
Memory type
EGA Wonder 800+ (ATI)
DRAM
Memory bus width
EGA Wonder 800+ (ATI)
32-bit
Memory bandwidth
EGA Wonder 800+ (ATI)
0.032 GB/s
Bus / Interface
Bus interface
EGA Wonder 800+ (ATI)
ISA 8-bit
AGP / PCI / PCIe distinction
EGA Wonder 800+ (ATI)
ISA 8-bit
Power
Recommended PSU
EGA Wonder 800+ (ATI)
200 W
Slot width
EGA Wonder 800+ (ATI)
Single-slot
Muted cells indicate unavailable, not applicable, or not directly comparable specifications.
Frame rates compare runs of the same game at the same quality preset on one test system. DLAA counts as native resolution, because it applies anti-aliasing at full render resolution rather than upscaling; DLSS and FSR upscaling are never counted as native. Where a capture named ray tracing without a readable on or off value, it is read as on.
