Compare any two graphics cards:
GeForce 8800 GT 512MB vs GeForce GTX 780 Ti
IntroThe GeForce 8800 GT 512MB features a core clock speed of 600 MHz and a GDDR3 memory speed of 900 MHz. It also makes use of a 256-bit bus, and uses a 65 nm design. It features 112 SPUs, 56 Texture Address Units, and 16 ROPs.
Compare all that to the GeForce GTX 780 Ti, which features a clock frequency of 875 MHz and a GDDR5 memory frequency of 1750 MHz. It also makes use of a 384-bit memory bus, and uses a 28 nm design. It is made up of 2880 SPUs, 240 TAUs, and 48 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 780 Ti should perform quite a bit faster than the GeForce 8800 GT 512MB overall. (explain)
Texel RateThe GeForce GTX 780 Ti should be much (about 525%) more effective at AF than the GeForce 8800 GT 512MB. (explain)
Pixel RateThe GeForce GTX 780 Ti should be a lot (more or less 338%) better at anti-aliasing than the GeForce 8800 GT 512MB, and will be able to handle 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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Memory bandwidth is the max amount of data (measured in megabytes per second) that can be transported past the external memory interface in one second. It's worked out by multiplying the interface width by its memory clock speed. If the card has DDR type memory, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, 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 amount of texture map elements (texels) that are applied per second. This is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly write to the local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.