Compare any two graphics cards:
GeForce 8800 GTX vs GeForce 8800 Ultra
IntroThe GeForce 8800 GTX has core clock speeds of 575 MHz on the GPU, and 900 MHz on the 768 MB of GDDR3 memory. It features 128 SPUs as well as 64 Texture Address Units and 24 Rasterization Operator Units.
Compare those specs to the GeForce 8800 Ultra, which has GPU core speed of 612 MHz, and 768 MB of GDDR3 memory running at 1080 MHz through a 384-bit bus. It also is comprised of 128 Stream Processors, 64 TAUs, and 24 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce 8800 Ultra should be a small bit faster than the GeForce 8800 GTX overall. (explain)
Texel RateThe GeForce 8800 Ultra is a little bit (about 6%) faster with regards to anisotropic filtering than the GeForce 8800 GTX. (explain)
Pixel RateThe GeForce 8800 Ultra should be just a bit (more or less 6%) faster with regards to FSAA than the GeForce 8800 GTX, and also capable of handling higher resolutions without slowing down too much. (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 largest amount of data (measured in megabytes per second) that can be transported across the external memory interface within a second. It's calculated by multiplying the card's interface width by its memory clock speed. If the card has DDR RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the bandwidth is, the better 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 higher the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card could possibly record to the local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill 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 potential to reach the maximum fill rate.