Compare any two graphics cards:
GeForce 8800 GTX vs GeForce 8800 Ultra
IntroThe GeForce 8800 GTX features a GPU core speed of 575 MHz, and the 768 MB of GDDR3 memory is set to run at 900 MHz through a 384-bit bus. It also is comprised of 128 Stream Processors, 64 TAUs, and 24 ROPs.
Compare all that to the GeForce 8800 Ultra, which comes with GPU clock speed of 612 MHz, and 768 MB of GDDR3 RAM running at 1080 MHz through a 384-bit bus. It also is comprised of 128 Stream Processors, 64 TAUs, and 24 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce 8800 Ultra should perform a bit faster than the GeForce 8800 GTX overall. (explain)
Texel RateThe GeForce 8800 Ultra is a bit (about 6%) faster with regards to anisotropic filtering than the GeForce 8800 GTX. (explain)
Pixel RateThe GeForce 8800 Ultra will be just a bit (more or less 6%) better at AA than the GeForce 8800 GTX, and also will be able to handle 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: Bandwidth is the largest amount of data (measured in megabytes per second) that can be transported over the external memory interface in a second. The number is calculated by multiplying the bus width by its memory clock speed. If it uses DDR memory, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, 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 number of texture units by the core speed of the chip. The higher this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly write to its local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.