Compare any two graphics cards:
GeForce 8800 GT 512MB vs GeForce 9800 GT 1GB
IntroThe GeForce 8800 GT 512MB uses a 65 nm design. nVidia has set the core frequency at 600 MHz. The GDDR3 memory runs at a frequency of 900 MHz on this specific model. It features 112 SPUs as well as 56 TAUs and 16 ROPs.
Compare all that to the GeForce 9800 GT 1GB, which comes with GPU clock speed of 600 MHz, and 1024 MB of GDDR3 memory running at 900 MHz through a 256-bit bus. It also features 112 Stream Processors, 56 Texture Address Units, and 16 ROPs.
Power Usage and Theoretical BenchmarksBoth cards have the same power consumption.
Both cards have the exact same memory bandwidth, so theoretically they should perform exactly the same. (explain)
Texel RateBoth cards have exactly the same texel fill rate, so in theory they should be equally good at at anisotropic filtering. (explain)
Pixel RateBoth cards have exactly the same pixel rate, so in theory they should perform equally good at at AA, and be capable of handling the same resolutions. (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 (counted in MB per second) that can be transported across the external memory interface in a second. It is calculated by multiplying the interface width by its memory speed. If the card has DDR RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. 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 amount of texture map elements (texels) that can be applied 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 higher the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly record to the local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.