Compare any two graphics cards:
GeForce 8800 GTX vs GeForce 8800 Ultra
IntroThe GeForce 8800 GTX features core speeds of 575 MHz on the GPU, and 900 MHz on the 768 MB of GDDR3 RAM. It features 128 SPUs as well as 64 TAUs and 24 Rasterization Operator Units.
Compare those specs to the GeForce 8800 Ultra, which comes with clock speeds of 612 MHz on the GPU, and 1080 MHz on the 768 MB of GDDR3 memory. It features 128 SPUs as well as 64 TAUs and 24 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce 8800 Ultra should in theory be just a bit faster than the GeForce 8800 GTX overall. (explain)
Texel RateThe GeForce 8800 Ultra is just a bit (about 6%) more effective at AF than the GeForce 8800 GTX. (explain)
Pixel RateThe GeForce 8800 Ultra will be a small bit (about 6%) faster with regards to full screen anti-aliasing than the GeForce 8800 GTX, and will be 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 information (in units of megabytes per second) that can be transferred over the external memory interface in one second. The number is worked out by multiplying the card's bus width by its memory clock speed. In the case of DDR RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This is calculated by multiplying the total amount of texture units by the core speed of the chip. The better the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly write to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.