Compare any two graphics cards:
GeForce 8800 GTX vs Geforce GTX 680
IntroThe GeForce 8800 GTX comes with a core clock speed of 575 MHz and a GDDR3 memory frequency of 900 MHz. It also uses a 384-bit bus, and uses a 90 nm design. It features 128 SPUs, 64 Texture Address Units, and 24 ROPs.
Compare all of that to the Geforce GTX 680, which comes with a GPU core clock speed of 1006 MHz, and 2048 MB of GDDR5 memory running at 1502 MHz through a 256-bit bus. It also is made up of 1536 Stream Processors, 128 Texture Address Units, and 32 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the Geforce GTX 680 should perform quite a bit faster than the GeForce 8800 GTX in general. (explain)
Texel RateThe Geforce GTX 680 should be much (more or less 250%) better at texture filtering than the GeForce 8800 GTX. (explain)
Pixel RateIf using a high resolution is important to you, then the Geforce GTX 680 is the winner, 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: Memory bandwidth is the maximum amount of data (measured in MB per second) that can be moved past the external memory interface in one second. It's worked out by multiplying the card's bus width by the speed of its memory. If it uses DDR type RAM, it must 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 applied in one second. This is worked out 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 graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card could possibly record to its local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on many other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.