Compare any two graphics cards:
GeForce 8800 GT 512MB vs GeForce 9800 GT 1GB
IntroThe GeForce 8800 GT 512MB makes use of a 65 nm design. nVidia has clocked the core speed at 600 MHz. The GDDR3 memory works at a speed of 900 MHz on this particular card. It features 112 SPUs as well as 56 TAUs and 16 Rasterization Operator Units.
Compare those specs to the GeForce 9800 GT 1GB, which features a clock frequency of 600 MHz and a GDDR3 memory speed of 900 MHz. It also uses a 256-bit memory bus, and uses a 65/55 nm design. It features 112 SPUs, 56 TAUs, and 16 Raster Operation Units.
Power Usage and Theoretical BenchmarksBoth cards have the same power consumption.
Both cards have the exact same bandwidth, so theoretically they should perform exactly the same. (explain)
Texel RateBoth cards have exactly the same texel rate, so theoretically they should perform 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 FSAA, and be able to handle 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.
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 data (counted in megabytes per second) that can be moved across the external memory interface within a second. It's worked out by multiplying the card's interface width by its memory speed. If it uses DDR type RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, 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 number of texture map elements (texels) that are processed in one second. This is worked out by multiplying the total number of texture units by the core clock speed of the chip. The better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly record to the local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.