Compare any two graphics cards:
GeForce 8800 GTX vs GeForce 8800 Ultra
IntroThe GeForce 8800 GTX has a clock speed of 575 MHz and a GDDR3 memory speed of 900 MHz. It also makes use of a 384-bit bus, and uses a 90 nm design. It is comprised of 128 SPUs, 64 TAUs, and 24 Raster Operation Units.
Compare that to the GeForce 8800 Ultra, which uses a 90 nm design. nVidia has clocked the core speed at 612 MHz. The GDDR3 memory runs at a frequency of 1080 MHz on this card. It features 128 SPUs as well as 64 Texture Address Units and 24 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce 8800 Ultra should be just a bit faster than the GeForce 8800 GTX in general. (explain)
Texel RateThe GeForce 8800 Ultra is a bit (about 6%) more effective at AF than the GeForce 8800 GTX. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce 8800 Ultra is the winner, though 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: Bandwidth is the max amount of information (in units of megabytes per second) that can be transported over the external memory interface within a second. It is calculated by multiplying the card's interface width by the speed of its memory. If it uses DDR RAM, the result should be multiplied by 2 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, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This number is worked out by multiplying the total amount of texture units of the card by the core speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly record to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.