Compare any two graphics cards:
GeForce 8800 GTX vs Geforce GTX 680
IntroThe GeForce 8800 GTX comes with a GPU core speed of 575 MHz, and the 768 MB of GDDR3 RAM is set to run at 900 MHz through a 384-bit bus. It also is comprised of 128 SPUs, 64 TAUs, and 24 ROPs.
Compare that to the Geforce GTX 680, which features a clock speed of 1006 MHz and a GDDR5 memory frequency of 1502 MHz. It also makes use of a 256-bit bus, and makes use of a 28 nm design. It features 1536 SPUs, 128 TAUs, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the Geforce GTX 680 should in theory be quite a bit superior to the GeForce 8800 GTX in general. (explain)
Texel RateThe Geforce GTX 680 should be a lot (more or less 250%) faster with regards to AF 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: Bandwidth is the largest amount of information (in units of megabytes per second) that can be transported over the external memory interface in one second. The number is worked out by multiplying the card's interface width by its memory clock speed. If the card has DDR type RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This number is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The better the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly record to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the number of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on lots of other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.