Compare any two graphics cards:
GeForce 8800 GT 512MB vs GeForce GTX 780 Ti
IntroThe GeForce 8800 GT 512MB has a clock frequency of 600 MHz and a GDDR3 memory frequency of 900 MHz. It also uses a 256-bit bus, and uses a 65 nm design. It is comprised of 112 SPUs, 56 TAUs, and 16 ROPs.
Compare those specs to the GeForce GTX 780 Ti, which makes use of a 28 nm design. nVidia has set the core speed at 875 MHz. The GDDR5 RAM is set to run at a frequency of 1750 MHz on this card. It features 2880 SPUs as well as 240 Texture Address Units and 48 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 780 Ti should in theory be quite a bit better than the GeForce 8800 GT 512MB in general. (explain)
Texel RateThe GeForce GTX 780 Ti will be a lot (about 525%) more effective at AF than the GeForce 8800 GT 512MB. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GTX 780 Ti is the winner, by a large margin. (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: Memory bandwidth is the maximum amount of information (measured in MB per second) that can be moved across the external memory interface in a second. It's calculated by multiplying the card's interface width by its memory speed. If the card has DDR RAM, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied in one second. This figure is worked out by multiplying the total number of texture units by the core clock speed of the chip. The higher this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the most pixels the video card can possibly write to its local memory per second - measured in millions of pixels per second. The number is worked out 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 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 of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.