Compare any two graphics cards:
GeForce 8800 GTX vs Geforce GTX 680
IntroThe GeForce 8800 GTX has a GPU core clock speed of 575 MHz, and the 768 MB of GDDR3 RAM runs at 900 MHz through a 384-bit bus. It also is comprised of 128 Stream Processors, 64 Texture Address Units, and 24 Raster Operation Units.
Compare all of that to the Geforce GTX 680, which has GPU core speed of 1006 MHz, and 2048 MB of GDDR5 memory set to run at 1502 MHz through a 256-bit bus. It also is made up of 1536 SPUs, 128 Texture Address Units, and 32 Raster Operation Units.
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 (approximately 250%) faster with regards to AF than the GeForce 8800 GTX. (explain)
Pixel RateThe Geforce GTX 680 is quite a bit (more or less 133%) more effective at AA than the GeForce 8800 GTX, and able to handle higher screen resolutions better. (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 maximum amount of data (in units of MB per second) that can be transferred past the external memory interface in a second. It is worked out by multiplying the card's bus width by its memory clock speed. If it uses DDR memory, the result should be multiplied by 2 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 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 per second. This is worked out by multiplying the total texture units by the core clock speed of the chip. The better the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly record to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.