Compare any two graphics cards:
GeForce 8800 GT 512MB vs GeForce GT 1030
IntroThe GeForce 8800 GT 512MB makes use of a 65 nm design. nVidia has clocked the core frequency at 600 MHz. The GDDR3 memory works at a speed of 900 MHz on this specific card. It features 112 SPUs along with 56 TAUs and 16 Rasterization Operator Units.
Compare those specifications to the GeForce GT 1030, which has a GPU core clock speed of 1265 MHz, and 2048 MB of GDDR5 RAM running at 1502 MHz through a 64-bit bus. It also is made up of 384 SPUs, 32 Texture Address Units, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce 8800 GT 512MB, in theory, should be a small bit faster than the GeForce GT 1030 overall. (explain)
Texel RateThe GeForce GT 1030 should be just a bit (more or less 20%) faster with regards to texture filtering than the GeForce 8800 GT 512MB. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce GT 1030 is the winner, and very much so. (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 max amount of data (counted in megabytes per second) that can be transported across the external memory interface within a second. The number is calculated by multiplying the interface width by its memory speed. If it uses DDR memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied per second. This figure is worked out by multiplying the total texture units of the card by the core speed of the chip. The higher the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card can possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of ROPs by the the card's clock speed. 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 output 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 reach the maximum fill rate.