Compare any two graphics cards:
GeForce 8800 GT 512MB vs GeForce GTX 780 Ti
IntroThe GeForce 8800 GT 512MB has a core clock speed of 600 MHz and a GDDR3 memory frequency of 900 MHz. It also makes use of a 256-bit bus, and uses a 65 nm design. It features 112 SPUs, 56 TAUs, and 16 ROPs.
Compare all that to the GeForce GTX 780 Ti, which features clock speeds of 875 MHz on the GPU, and 1750 MHz on the 3072 MB of GDDR5 memory. It features 2880 SPUs along with 240 Texture Address Units and 48 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 780 Ti should be a lot faster than the GeForce 8800 GT 512MB in general. (explain)
Texel RateThe GeForce GTX 780 Ti is much (more or less 525%) better at texture filtering than the GeForce 8800 GT 512MB. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce GTX 780 Ti is superior to the GeForce 8800 GT 512MB, by far. (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 max amount of data (counted in megabytes per second) that can be transported over the external memory interface in one second. It's worked out by multiplying the interface width by its memory clock speed. In the case of DDR type RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied per second. This is calculated by multiplying the total number 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 maximum amount of pixels that the graphics chip could possibly record to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.