Compare any two graphics cards:
GeForce 8800 GT 1GB vs GeForce 9800 GT 512MB
IntroThe GeForce 8800 GT 1GB uses a 65 nm design. nVidia has clocked the core frequency at 600 MHz. The GDDR3 memory is set to run at a speed of 900 MHz on this specific model. It features 112 SPUs as well as 56 TAUs and 16 Rasterization Operator Units.
Compare that to the GeForce 9800 GT 512MB, which has a core clock frequency of 600 MHz and a GDDR3 memory frequency of 900 MHz. It also features a 256-bit bus, and makes use of a 65/55 nm design. It features 112 SPUs, 56 TAUs, and 16 ROPs.
Power Usage and Theoretical BenchmarksBoth cards have the same power consumption.
Both cards have exactly the same bandwidth, so theoretically they should have identical performance. (explain)
Texel RateBoth cards have exactly the same texel fill rate, so in theory they should be equally good at at AF. (explain)
Pixel RateBoth cards have exactly the same pixel fill rate, so in theory they should be equally good at at anti-aliasing, 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 maximum amount of data (counted in megabytes per second) that can be moved across the external memory interface in one second. It's calculated by multiplying the bus width by its memory clock speed. In the case of DDR RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied in one second. This is calculated by multiplying the total number of texture units by the core clock speed of the chip. The higher this number, the better the 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 amount of pixels the graphics card can possibly record to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.