Compare any two graphics cards:
GeForce 8800 GTX vs GeForce 8800 Ultra
IntroThe GeForce 8800 GTX features a clock speed of 575 MHz and a GDDR3 memory frequency of 900 MHz. It also makes use of a 384-bit bus, and makes use of a 90 nm design. It is made up of 128 SPUs, 64 Texture Address Units, and 24 ROPs.
Compare all of that to the GeForce 8800 Ultra, which features clock speeds of 612 MHz on the GPU, and 1080 MHz on the 768 MB of GDDR3 RAM. It features 128 SPUs as well as 64 Texture Address Units and 24 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce 8800 Ultra should be a bit faster than the GeForce 8800 GTX in general. (explain)
Texel RateThe GeForce 8800 Ultra should be a little bit (more or less 6%) better at texture filtering than the GeForce 8800 GTX. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce 8800 Ultra is a better choice, but not by far. (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 maximum amount of data (counted in MB per second) that can be transferred across the external memory interface within a second. It is worked out by multiplying the bus width by its memory clock speed. If the card has DDR type RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster 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 can be applied per second. This is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The better this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly record to its local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.