Compare any two graphics cards:
GeForce 8800 GT 512MB vs GeForce 9800 GT 1GB
IntroThe GeForce 8800 GT 512MB has core speeds of 600 MHz on the GPU, and 900 MHz on the 512 MB of GDDR3 memory. It features 112 SPUs along with 56 Texture Address Units and 16 ROPs.
Compare that to the GeForce 9800 GT 1GB, which features core speeds of 600 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR3 memory. It features 112 SPUs as well as 56 Texture Address Units and 16 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksBoth cards have the same power consumption.
Both cards have the exact same bandwidth, so in theory 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 the exact same pixel fill rate, so in theory they should be equally good at at AA, 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 maximum amount of information (measured in MB per second) that can be transferred across the external memory interface in one second. It is worked out by multiplying the bus width by its memory speed. If the card has DDR RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed per second. This number is worked out by multiplying the total texture units by the core clock speed of the chip. The higher the texel rate, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly record to its local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the number of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.