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 RAM 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 all of that to the GeForce 9800 GT 1GB, which has a clock frequency of 600 MHz and a GDDR3 memory frequency of 900 MHz. It also features a 256-bit memory bus, and uses a 65/55 nm design. It is made up of 112 SPUs, 56 Texture Address Units, and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksBoth cards have the same power consumption.
Both cards have exactly the same memory bandwidth, so in theory they should perform the same. (explain)
Texel RateBoth cards have the exact same texel fill rate, so theoretically they should be equally good at at AF. (explain)
Pixel RateBoth cards have exactly the same pixel fill rate, so in theory they should perform equally good at at FSAA, and be capable of handling the same screen 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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Bandwidth is the max amount of data (counted in megabytes per second) that can be transported past the external memory interface in one second. It is worked out by multiplying the interface width by the speed of its memory. In the case of DDR memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This number is calculated by multiplying the total texture units by the core speed of the chip. The better the texel rate, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels 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. The number is calculated by multiplying the number of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel 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 get to the maximum fill rate.