Compare any two graphics cards:
GeForce 8800 GT 512MB vs GeForce GTX 780 Ti
IntroThe GeForce 8800 GT 512MB comes with core clock speeds of 600 MHz on the GPU, and 900 MHz on the 512 MB of GDDR3 memory. It features 112 SPUs as well as 56 TAUs and 16 Rasterization Operator Units.
Compare those specs to the GeForce GTX 780 Ti, which comes with core clock speeds of 875 MHz on the GPU, and 1750 MHz on the 3072 MB of GDDR5 RAM. It features 2880 SPUs along with 240 Texture Address Units and 48 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, 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 will be much (more or less 525%) better at texture filtering than the GeForce 8800 GT 512MB. (explain)
Pixel RateThe GeForce GTX 780 Ti will be a lot (approximately 338%) better at anti-aliasing than the GeForce 8800 GT 512MB, and will be capable of handling higher resolutions while still performing well. (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 largest amount of information (in units of MB per second) that can be moved over the external memory interface in a second. The number is worked out by multiplying the interface width by its memory speed. If it uses DDR RAM, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher 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 number of texture map elements (texels) that can be applied in one second. This is calculated by multiplying the total number of texture units by the core 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 in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly write to the local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the amount of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. 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 ability to reach the maximum fill rate.