Compare any two graphics cards:
GeForce 8800 GTS (G92) vs GeForce GT 640 DDR3
IntroThe GeForce 8800 GTS (G92) comes with core 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 Texture Address Units and 16 Rasterization Operator Units.
Compare those specifications to the GeForce GT 640 DDR3, which comes with GPU core speed of 900 MHz, and 2048 MB of DDR3 memory set to run at 1782 MHz through a 128-bit bus. It also is made up of 384 Stream Processors, 32 TAUs, and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce 8800 GTS (G92) should theoretically perform a little bit faster than the GeForce GT 640 DDR3 in general. (explain)
Texel RateThe GeForce 8800 GTS (G92) will be much (approximately 44%) more effective at anisotropic filtering than the GeForce GT 640 DDR3. (explain)
Pixel RateThe GeForce GT 640 DDR3 should be quite a bit (approximately 38%) more effective at anti-aliasing than the GeForce 8800 GTS (G92), and should be capable of handling higher screen resolutions more effectively. (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 information (measured in megabytes per second) that can be transferred across the external memory interface in one second. It is calculated by multiplying the interface width by its memory speed. If it uses DDR type RAM, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, 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 amount of texture map elements (texels) that can be processed per second. This figure is worked out by multiplying the total amount of texture units by the core clock 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 per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly record to its local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). 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.