Compare any two graphics cards:
GeForce 8800 GTX vs Geforce GTX 680
IntroThe GeForce 8800 GTX features a GPU core speed of 575 MHz, and the 768 MB of GDDR3 memory is set to run at 900 MHz through a 384-bit bus. It also is comprised of 128 SPUs, 64 TAUs, and 24 Raster Operation Units.
Compare those specifications to the Geforce GTX 680, which features a core clock speed of 1006 MHz and a GDDR5 memory speed of 1502 MHz. It also features a 256-bit bus, and uses a 28 nm design. It features 1536 SPUs, 128 TAUs, and 32 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Geforce GTX 680 should theoretically be a lot faster than the GeForce 8800 GTX overall. (explain)
Texel RateThe Geforce GTX 680 will be quite a bit (approximately 250%) better at anisotropic filtering than the GeForce 8800 GTX. (explain)
Pixel RateIf using high levels of AA is important to you, then the Geforce GTX 680 is superior to the GeForce 8800 GTX, by a large margin. (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.
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.
Memory Bandwidth: Bandwidth is the max amount of data (in units of megabytes per second) that can be transported across the external memory interface in a second. The number is calculated by multiplying the card's interface width by the speed of its memory. If it uses DDR memory, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed per second. This number is worked out by multiplying the total amount of texture units of the card by the core clock speed of the chip. The better the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly record to the local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.