Compare any two graphics cards:
GeForce 8800 GT 512MB vs GeForce GTX 780 Ti
IntroThe GeForce 8800 GT 512MB uses a 65 nm design. nVidia has set the core frequency at 600 MHz. The GDDR3 RAM is set to run at a speed of 900 MHz on this specific card. It features 112 SPUs as well as 56 Texture Address Units and 16 Rasterization Operator Units.
Compare those specs to the GeForce GTX 780 Ti, which has GPU clock speed of 875 MHz, and 3072 MB of GDDR5 memory running at 1750 MHz through a 384-bit bus. It also features 2880 SPUs, 240 TAUs, and 48 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 780 Ti should in theory be much better than the GeForce 8800 GT 512MB in general. (explain)
Texel RateThe GeForce GTX 780 Ti should be much (more or less 525%) more effective 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, and very much so. (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: Bandwidth is the max amount of information (counted in megabytes per second) that can be transferred across the external memory interface in a second. The number is worked out by multiplying the bus width by its memory speed. If it uses DDR RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the bandwidth is, 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 texture map elements (texels) that are processed per second. This number is worked out 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 applied in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly write to the local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.