Compare any two graphics cards:
GeForce 8800 GTX vs GeForce 8800 Ultra
IntroThe GeForce 8800 GTX has a core clock speed of 575 MHz and a GDDR3 memory speed of 900 MHz. It also features a 384-bit memory bus, and makes use of a 90 nm design. It is comprised of 128 SPUs, 64 TAUs, and 24 ROPs.
Compare that to the GeForce 8800 Ultra, which uses a 90 nm design. nVidia has set the core frequency at 612 MHz. The GDDR3 memory is set to run at a frequency of 1080 MHz on this card. It features 128 SPUs along with 64 Texture Address Units and 24 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce 8800 Ultra should perform a small bit faster than the GeForce 8800 GTX in general. (explain)
Texel RateThe GeForce 8800 Ultra should be just a bit (about 6%) faster with regards to texture filtering than the GeForce 8800 GTX. (explain)
Pixel RateThe GeForce 8800 Ultra is just a bit (more or less 6%) better at full screen anti-aliasing than the GeForce 8800 GTX, and should be able to handle higher resolutions more effectively. (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 information (in units of MB per second) that can be transferred past the external memory interface within a second. The number is calculated by multiplying the interface width by its memory speed. If it uses DDR memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the card's memory bandwidth, the faster 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 applied per second. This number is worked out by multiplying the total amount of texture units by the core speed of the chip. The higher this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly record to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the max fill rate.