Compare any two graphics cards:
GeForce 8800 GT 512MB vs GeForce 9800 GT 512MB
IntroThe GeForce 8800 GT 512MB has a GPU core speed of 600 MHz, and the 512 MB of GDDR3 RAM is set to run at 900 MHz through a 256-bit bus. It also is made up of 112 Stream Processors, 56 Texture Address Units, and 16 ROPs.
Compare all that to the GeForce 9800 GT 512MB, which has GPU core speed of 600 MHz, and 512 MB of GDDR3 RAM set to run at 900 MHz through a 256-bit bus. It also features 112 SPUs, 56 TAUs, and 16 ROPs.
Power Usage and Theoretical BenchmarksBoth cards have the same power consumption.
Both cards have the exact same memory bandwidth, so in theory they should perform the same. (explain)
Texel RateBoth cards have the exact same texel rate, so in theory they should perform equally good at at anisotropic filtering. (explain)
Pixel RateBoth cards have exactly the same pixel fill rate, so in theory they should perform 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: Memory bandwidth is the max amount of information (counted in MB per second) that can be transferred over the external memory interface within a second. It's worked out by multiplying the card's bus width by its memory speed. If it uses DDR memory, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This number is worked out by multiplying the total amount of texture units by the core speed of the chip. The better the texel rate, the better the 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 graphics card could possibly record to its local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on quite a few 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.