Compare any two graphics cards:
GeForce 8800 GTX vs GeForce GTS 250 512MB
IntroThe GeForce 8800 GTX has a clock speed of 575 MHz and a GDDR3 memory speed of 900 MHz. It also uses a 384-bit bus, and makes use of a 90 nm design. It features 128 SPUs, 64 Texture Address Units, and 24 ROPs.Compare that to the GeForce GTS 250 512MB, which features a GPU core clock speed of 738 MHz, and 512 MB of GDDR3 RAM set to run at 1100 MHz through a 256-bit bus. It also is made up of 128 Stream Processors, 64 Texture Address Units, and 16 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthTheoretically, the GeForce 8800 GTX should be a lot faster than the GeForce GTS 250 512MB in general. (explain)
Texel RateThe GeForce GTS 250 512MB should be much (more or less 28%) faster with regards to AF than the GeForce 8800 GTX. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce 8800 GTX is a better choice, but it probably won't make a huge difference. (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.
Specifications
Memory Bandwidth: Memory bandwidth is the largest amount of data (in units of MB per second) that can be transferred past the external memory interface in a second. It's worked out by multiplying the bus width by the speed of its memory. If the card has DDR type memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions. Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed in one second. This figure is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The better the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second. Pixel Rate: Pixel rate is the most pixels the graphics card could possibly record to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.
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