Compare any two graphics cards:
GeForce 8800 GTS (G92) vs GeForce 9800 GT 512MB
IntroThe GeForce 8800 GTS (G92) makes use of a 65 nm design. nVidia has clocked the core speed at 650 MHz. The GDDR3 RAM is set to run at a speed of 970 MHz on this particular model. It features 128 SPUs along with 64 Texture Address Units and 16 ROPs.
Compare that to the GeForce 9800 GT 512MB, which comes with core speeds of 600 MHz on the GPU, and 900 MHz on the 512 MB of GDDR3 RAM. It features 112 SPUs as well as 56 Texture Address Units and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce 8800 GTS (G92) should be 8% quicker than the GeForce 9800 GT 512MB overall, because of its greater data rate. (explain)
Texel RateThe GeForce 8800 GTS (G92) should be quite a bit (more or less 24%) more effective at texture filtering than the GeForce 9800 GT 512MB. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce 8800 GTS (G92) is superior to the GeForce 9800 GT 512MB, not by a very large margin though. (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: Memory bandwidth is the max amount of information (counted in MB per second) that can be moved over the external memory interface in one second. It is worked out by multiplying the interface width by the speed of its memory. If it uses DDR type RAM, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied per second. This figure is calculated by multiplying the total texture units by the core speed of the chip. The better the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly write to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the amount of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.