Compare any two graphics cards:
GeForce 8800 GTX vs Geforce GTX 680
IntroThe GeForce 8800 GTX features core speeds of 575 MHz on the GPU, and 900 MHz on the 768 MB of GDDR3 RAM. It features 128 SPUs as well as 64 Texture Address Units and 24 ROPs.Compare that to the Geforce GTX 680, which makes use of a 28 nm design. nVidia has set the core frequency at 1006 MHz. The GDDR5 memory runs at a frequency of 1502 MHz on this specific card. It features 1536 SPUs as well as 128 TAUs and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthPerformance-wise, the Geforce GTX 680 should in theory be a lot superior to the GeForce 8800 GTX overall. (explain)
Texel RateThe Geforce GTX 680 will be a lot (about 250%) better at anisotropic filtering than the GeForce 8800 GTX. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Geforce GTX 680 is a better choice, by far. (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. Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Specifications
Memory Bandwidth: Bandwidth is the maximum amount of information (counted in MB per second) that can be transported past the external memory interface in one second. It is calculated by multiplying the card's bus width by the speed of its memory. In the case of DDR RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions. Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied per second. This figure is worked out by multiplying the total number 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 processed in one second. Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly write to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Render Output Units by the the core speed of the card. 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 output rate also depends on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.
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