Compare any two graphics cards:
GeForce 8800 GTX vs Geforce GTX 680
IntroThe GeForce 8800 GTX has a core clock speed of 575 MHz and a GDDR3 memory speed of 900 MHz. It also features a 384-bit bus, and makes use of a 90 nm design. It is made up of 128 SPUs, 64 TAUs, and 24 Raster Operation Units.
Compare all that to the Geforce GTX 680, which has a clock speed of 1006 MHz and a GDDR5 memory frequency of 1502 MHz. It also makes use of a 256-bit bus, and uses a 28 nm design. It is made up of 1536 SPUs, 128 TAUs, and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Geforce GTX 680 will be 123% quicker than the GeForce 8800 GTX in general, because of its higher data rate. (explain)
Texel RateThe Geforce GTX 680 will be a lot (about 250%) faster with regards to anisotropic filtering than the GeForce 8800 GTX. (explain)
Pixel RateThe Geforce GTX 680 is quite a bit (approximately 133%) faster with regards to full screen anti-aliasing than the GeForce 8800 GTX, and also should be capable of handling higher screen resolutions while still performing well. (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 data (counted in MB per second) that can be moved across the external memory interface in one second. The number is calculated by multiplying the card's interface width by its memory clock speed. If the card has DDR RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This is calculated by multiplying the total number of texture units by the core clock speed of the chip. The better this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card can possibly write to the local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.