Compare any two graphics cards:
GeForce GTX 295 vs GeForce GTX 880M
IntroThe GeForce GTX 295 makes use of a 55 nm design. nVidia has set the core speed at 576 MHz. The GDDR3 memory is set to run at a speed of 999 MHz on this specific model. It features 240 SPUs along with 80 Texture Address Units and 28 Rasterization Operator Units.
Compare those specifications to the GeForce GTX 880M, which has a core clock frequency of 954 MHz and a GDDR5 memory frequency of 1000 MHz. It also uses a 256-bit memory bus, and uses a 28 nm design. It is made up of 1536 SPUs, 128 TAUs, and 32 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 295, in theory, should be much faster than the GeForce GTX 880M overall. (explain)
Texel RateThe GeForce GTX 880M will be much (approximately 33%) better at anisotropic filtering than the GeForce GTX 295. (explain)
Pixel RateThe GeForce GTX 295 should be just a bit (approximately 6%) better at anti-aliasing than the GeForce GTX 880M, and also will be capable of handling higher screen resolutions without losing too much performance. (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.
One or more cards in this comparison are multi-core. This means that their bandwidth, texel and pixel rates are theoretically doubled - this does not mean the card will actually perform twice as fast, but only that it should in theory be able to. Actual game benchmarks will give a more accurate idea of what it's capable of.
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: Bandwidth is the largest amount of information (in units of MB per second) that can be moved over the external memory interface within a second. The number is worked out by multiplying the bus width by its memory clock speed. In the case of DDR type memory, 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 amount of texture map elements (texels) that can be applied per second. This number is worked out by multiplying the total texture units of the card by the core clock speed of the chip. The better 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 graphics card can possibly write to its local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of colour ROPs by the the core speed of the card. 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 rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the max fill rate.