Compare any two graphics cards:
GeForce 8800 GT 1GB vs GeForce 8800 GTS (G80) 640MB
IntroThe GeForce 8800 GT 1GB has clock speeds of 600 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR3 memory. It features 112 SPUs along with 56 Texture Address Units and 16 ROPs.
Compare all that to the GeForce 8800 GTS (G80) 640MB, which comes with GPU core speed of 513 MHz, and 640 MB of GDDR3 memory set to run at 792 MHz through a 320-bit bus. It also is comprised of 96 SPUs, 48 Texture Address Units, and 20 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce 8800 GTS (G80) 640MB should perform just a bit faster than the GeForce 8800 GT 1GB in general. (explain)
Texel RateThe GeForce 8800 GT 1GB is a lot (about 36%) more effective at anisotropic filtering than the GeForce 8800 GTS (G80) 640MB. (explain)
Pixel RateThe GeForce 8800 GTS (G80) 640MB will be a little bit (more or less 7%) better at AA than the GeForce 8800 GT 1GB, and will be capable of handling higher screen resolutions better. (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 maximum amount of information (in units of MB per second) that can be transported over the external memory interface within a second. It is calculated by multiplying the bus width by the speed of its memory. If the card has DDR memory, it should be multiplied by 2 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 higher screen 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 of the card by the core speed of the chip. The higher this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly record to the local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.