Compare any two graphics cards:
GeForce 8800 GT 512MB vs GeForce 9600 GSO 768MB
IntroThe GeForce 8800 GT 512MB comes with a GPU core clock speed of 600 MHz, and the 512 MB of GDDR3 memory runs at 900 MHz through a 256-bit bus. It also features 112 Stream Processors, 56 TAUs, and 16 Raster Operation Units.
Compare that to the GeForce 9600 GSO 768MB, which comes with a core clock frequency of 550 MHz and a GDDR3 memory frequency of 800 MHz. It also features a 192-bit bus, and uses a 65 nm design. It features 96 SPUs, 48 TAUs, and 12 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce 8800 GT 512MB should theoretically be quite a bit superior to the GeForce 9600 GSO 768MB overall. (explain)
Texel RateThe GeForce 8800 GT 512MB should be quite a bit (about 27%) more effective at AF than the GeForce 9600 GSO 768MB. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce 8800 GT 512MB is superior to the GeForce 9600 GSO 768MB, by a large margin. (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 data (in units of MB per second) that can be moved over the external memory interface within a second. It is calculated by multiplying the card's bus width by its memory speed. If it uses DDR type RAM, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the faster 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 applied per second. This figure 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 video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card can possibly record to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of 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 fill rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.