Compare any two graphics cards:
GeForce 8800 Ultra vs GeForce GTX 1050 Ti
IntroThe GeForce 8800 Ultra has a clock frequency of 612 MHz and a GDDR3 memory frequency of 1080 MHz. It also uses a 384-bit memory bus, and makes use of a 90 nm design. It is comprised of 128 SPUs, 64 TAUs, and 24 Raster Operation Units.
Compare those specs to the GeForce GTX 1050 Ti, which uses a 14 nm design. nVidia has clocked the core frequency at 1290 MHz. The GDDR5 RAM works at a speed of 1750 MHz on this particular model. It features 768 SPUs along with 48 Texture Address Units and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 1050 Ti should perform a bit faster than the GeForce 8800 Ultra overall. (explain)
Texel RateThe GeForce GTX 1050 Ti should be a lot (approximately 58%) faster with regards to AF than the GeForce 8800 Ultra. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce GTX 1050 Ti is a better choice, 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: Bandwidth is the maximum amount of information (in units of megabytes per second) that can be transferred past the external memory interface in a second. The number is worked out by multiplying the bus width by the speed of its memory. If the card has DDR RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the better 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 applied in one second. This figure is calculated 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 video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly record to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.