Compare any two graphics cards:
GeForce 8800 GTX vs Geforce GTX 680
IntroThe GeForce 8800 GTX comes with a clock speed of 575 MHz and a GDDR3 memory frequency of 900 MHz. It also makes use of a 384-bit bus, and makes use of a 90 nm design. It is made up of 128 SPUs, 64 TAUs, and 24 ROPs.
Compare those specifications to the Geforce GTX 680, which has clock speeds of 1006 MHz on the GPU, and 1502 MHz on the 2048 MB of GDDR5 RAM. It features 1536 SPUs along with 128 TAUs and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the Geforce GTX 680 should theoretically be much better than the GeForce 8800 GTX overall. (explain)
Texel RateThe Geforce GTX 680 is quite a bit (about 250%) faster with regards to texture filtering than the GeForce 8800 GTX. (explain)
Pixel RateThe Geforce GTX 680 should be a lot (approximately 133%) faster with regards to anti-aliasing than the GeForce 8800 GTX, and also should be capable of handling higher resolutions without slowing down too much. (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: Memory bandwidth is the max amount of data (counted in megabytes per second) that can be moved across the external memory interface within a second. The number is calculated by multiplying the bus width by the speed of its memory. If the card has DDR memory, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed in one second. This figure is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card can possibly write 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 - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.