Compare any two graphics cards:
GeForce 8800 GTX vs Geforce GTX 680
IntroThe GeForce 8800 GTX makes use of a 90 nm design. nVidia has set the core speed at 575 MHz. The GDDR3 memory runs at a speed of 900 MHz on this card. It features 128 SPUs along with 64 Texture Address Units and 24 Rasterization Operator Units.
Compare those specs to the Geforce GTX 680, which has core clock speeds of 1006 MHz on the GPU, and 1502 MHz on the 2048 MB of GDDR5 memory. 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)
Theoretically, the Geforce GTX 680 should perform quite a bit faster than the GeForce 8800 GTX in general. (explain)
Texel RateThe Geforce GTX 680 is quite a bit (about 250%) faster with regards to anisotropic filtering than the GeForce 8800 GTX. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the Geforce GTX 680 is superior to the GeForce 8800 GTX, 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.
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 (counted in megabytes per second) that can be transferred across the external memory interface in one second. It is calculated by multiplying the card's interface width by the speed of its memory. If it uses DDR memory, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This number is calculated by multiplying the total number of texture units by the core speed of the chip. The higher this number, the better the video 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 amount of pixels the video card could possibly write to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the number of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.