Compare any two graphics cards:
GeForce 8800 GTS (G92) vs GeForce GT 640 DDR3
IntroThe GeForce 8800 GTS (G92) has core clock speeds of 650 MHz on the GPU, and 970 MHz on the 512 MB of GDDR3 memory. It features 128 SPUs as well as 64 TAUs and 16 ROPs.
Compare that to the GeForce GT 640 DDR3, which makes use of a 28 nm design. nVidia has clocked the core speed at 900 MHz. The DDR3 memory works at a frequency of 1782 MHz on this specific model. It features 384 SPUs along with 32 Texture Address Units and 16 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce 8800 GTS (G92) should in theory perform a little bit faster than the GeForce GT 640 DDR3 in general. (explain)
Texel RateThe GeForce 8800 GTS (G92) is much (more or less 44%) faster with regards to anisotropic filtering than the GeForce GT 640 DDR3. (explain)
Pixel RateThe GeForce GT 640 DDR3 is quite a bit (approximately 38%) better at full screen anti-aliasing than the GeForce 8800 GTS (G92), and will be capable of handling higher resolutions without slowing down too much. (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 megabytes per second) that can be moved over the external memory interface in a second. The number is calculated by multiplying the bus width by its memory speed. If it uses DDR type RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, 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 amount of texture units of the card by the core speed of the chip. The higher this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly write to the 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 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 rate also depends on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.