Compare any two graphics cards:
GeForce 8800 GTX vs GeForce 8800 Ultra
IntroThe GeForce 8800 GTX has core speeds of 575 MHz on the GPU, and 900 MHz on the 768 MB of GDDR3 memory. It features 128 SPUs along with 64 Texture Address Units and 24 Rasterization Operator Units.
Compare those specifications to the GeForce 8800 Ultra, which features GPU clock speed of 612 MHz, and 768 MB of GDDR3 RAM set to run at 1080 MHz through a 384-bit bus. It also is comprised of 128 Stream Processors, 64 Texture Address Units, and 24 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce 8800 Ultra should be 20% quicker than the GeForce 8800 GTX in general, because of its greater data rate. (explain)
Texel RateThe GeForce 8800 Ultra is a bit (approximately 6%) more effective at AF than the GeForce 8800 GTX. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce 8800 Ultra is superior to the GeForce 8800 GTX, but only just. (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 information (in units of megabytes per second) that can be moved over the external memory interface in a second. It is calculated by multiplying the card's bus width by its memory clock speed. In the case of DDR type memory, it must 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 anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied per second. This figure is worked out 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 texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly record to the local memory per second - measured in millions of pixels per second. The number 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 outputting the pixels (image) to the screen. The actual pixel output rate also depends on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.