Compare any two graphics cards:
GeForce 8800 GTS (G92) vs GeForce 9600 GSO 512MB
IntroThe GeForce 8800 GTS (G92) has a clock speed of 650 MHz and a GDDR3 memory frequency of 970 MHz. It also features a 256-bit memory bus, and makes use of a 65 nm design. It features 128 SPUs, 64 Texture Address Units, and 16 ROPs.Compare all that to the GeForce 9600 GSO 512MB, which has GPU clock speed of 650 MHz, and 512 MB of GDDR3 memory set to run at 900 MHz through a 256-bit bus. It also is made up of 96 Stream Processors, 48 TAUs, and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthAs far as performance goes, the GeForce 8800 GTS (G92) should theoretically be a little bit better than the GeForce 9600 GSO 512MB in general. (explain)
Texel RateThe GeForce 8800 GTS (G92) will be quite a bit (about 33%) better at AF than the GeForce 9600 GSO 512MB. (explain)
Pixel RateBoth cards have the exact same pixel rate, so theoretically they should perform equally good at at AA, and be capable of handling the same 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.
Specifications
Memory Bandwidth: Bandwidth is the maximum amount of data (counted in MB per second) that can be moved over the external memory interface in one second. It is calculated by multiplying the bus width by its memory clock speed. If the card has DDR type RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, 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 texture map elements (texels) that can be processed per second. This figure is worked out by multiplying the total amount of texture units by the core speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second. Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly record to the local memory per 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 - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.
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