Compare any two graphics cards:
GeForce 8800 GTX vs Geforce GTX 680
IntroThe GeForce 8800 GTX features a GPU core speed of 575 MHz, and the 768 MB of GDDR3 RAM runs at 900 MHz through a 384-bit bus. It also features 128 SPUs, 64 TAUs, and 24 Raster Operation Units.
Compare those specifications to the Geforce GTX 680, which has a clock frequency of 1006 MHz and a GDDR5 memory speed 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 Texture Address Units, and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the Geforce GTX 680 should theoretically 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 high levels of AA is important to you, then the Geforce GTX 680 is a better choice, and very much so. (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 largest amount of data (measured in megabytes per second) that can be transported past the external memory interface in one second. The number is worked out by multiplying the bus width by its memory clock speed. If the card has DDR RAM, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied in one second. This is calculated by multiplying the total number of texture units by the core speed of the chip. The better the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card can possibly write to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the max fill rate.