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 features a 384-bit memory bus, and uses a 90 nm design. It is comprised of 128 SPUs, 64 TAUs, and 24 ROPs.
Compare those specs to the GeForce 8800 Ultra, which makes use of a 90 nm design. nVidia has clocked the core frequency at 612 MHz. The GDDR3 memory is set to run at a speed of 1080 MHz on this particular model. It features 128 SPUs as well as 64 TAUs and 24 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce 8800 Ultra should be a little bit faster than the GeForce 8800 GTX in general. (explain)
Texel RateThe GeForce 8800 Ultra should be a small bit (about 6%) faster with regards to AF than the GeForce 8800 GTX. (explain)
Pixel RateIf using high levels of AA 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 max amount of information (counted in megabytes per second) that can be moved past the external memory interface within a second. The number is worked out by multiplying the bus width by the speed of its memory. If it uses DDR type memory, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of 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 better this number, the better the graphics card will be at handling 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 the video card could possibly record to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Render Output Units by the clock 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 is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.