Compare any two graphics cards:
GeForce 8800 GTS (G92) vs GeForce GTS 250 512MB
IntroThe GeForce 8800 GTS (G92) uses a 65 nm design. nVidia has clocked the core frequency at 650 MHz. The GDDR3 memory is set to run at a speed of 970 MHz on this model. It features 128 SPUs along with 64 TAUs and 16 Rasterization Operator Units.Compare those specs to the GeForce GTS 250 512MB, which has GPU core speed of 738 MHz, and 512 MB of GDDR3 RAM running at 1100 MHz through a 256-bit bus. It also features 128 SPUs, 64 Texture Address Units, and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthTheoretically speaking, the GeForce GTS 250 512MB is 13% faster than the GeForce 8800 GTS (G92) in general, due to its higher bandwidth. (explain)
Texel RateThe GeForce GTS 250 512MB will be a bit (approximately 14%) more effective at anisotropic filtering than the GeForce 8800 GTS (G92). (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce GTS 250 512MB is superior to the GeForce 8800 GTS (G92), 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 max amount of data (in units of megabytes per second) that can be transferred over the external memory interface in one second. It is worked out by multiplying the interface width by the speed of its memory. If it uses DDR RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the 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 are processed per second. This 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 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 maximum amount of pixels that the graphics chip could 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 ROPs by the the core speed of the card. 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, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.
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