Compare any two graphics cards:
GeForce 8800 GTX vs GeForce GTX 1050 3GB
IntroThe GeForce 8800 GTX uses a 90 nm design. nVidia has clocked the core speed at 575 MHz. The GDDR3 memory is set to run at a frequency of 900 MHz on this model. It features 128 SPUs as well as 64 TAUs and 24 ROPs.
Compare those specifications to the GeForce GTX 1050 3GB, which uses a 14 nm design. nVidia has clocked the core frequency at 1392 MHz. The GDDR5 RAM runs at a frequency of 1750 MHz on this specific model. It features 768 SPUs as well as 48 Texture Address Units and 24 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce 8800 GTX should theoretically be a bit faster than the GeForce GTX 1050 3GB in general. (explain)
Texel RateThe GeForce GTX 1050 3GB is quite a bit (about 82%) more effective at texture filtering than the GeForce 8800 GTX. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce GTX 1050 3GB is a better choice, by far. (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 largest amount of information (measured in megabytes per second) that can be moved over the external memory interface in a second. The number is calculated by multiplying the card's bus width by its memory clock speed. If the card has DDR memory, it should be multiplied by 2 once again. If it uses 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 texture map elements (texels) that can be processed per 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 better 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 that the graphics card can possibly write to its local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the number of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - aka 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 - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.