Compare any two graphics cards:
GeForce 8800 GTX vs GeForce 8800 Ultra
IntroThe GeForce 8800 GTX makes use of a 90 nm design. nVidia has set the core speed at 575 MHz. The GDDR3 RAM runs at a speed of 900 MHz on this model. It features 128 SPUs as well as 64 TAUs and 24 ROPs.
Compare that to the GeForce 8800 Ultra, which comes with a GPU core 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 SPUs, 64 Texture Address Units, and 24 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce 8800 Ultra should theoretically be a bit superior to the GeForce 8800 GTX overall. (explain)
Texel RateThe GeForce 8800 Ultra will be a small bit (more or less 6%) more effective at AF than the GeForce 8800 GTX. (explain)
Pixel RateThe GeForce 8800 Ultra is a small bit (more or less 6%) better at FSAA than the GeForce 8800 GTX, and also will be able to handle higher screen 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 transferred over the external memory interface in a second. The number is worked out by multiplying the card's bus width by its memory clock speed. If the card has DDR memory, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the 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 amount of texture map elements (texels) that can be processed per second. This 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 graphics 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 maximum amount of pixels that the graphics chip can possibly record to the local memory in one 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 clock speed. 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 output rate also depends on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.