Compare any two graphics cards:
GeForce 8800 GTS (G80) 320MB vs GeForce 9800 GX2
IntroThe GeForce 8800 GTS (G80) 320MB comes with a core clock speed of 513 MHz and a GDDR3 memory speed of 792 MHz. It also features a 320-bit memory bus, and makes use of a 90 nm design. It features 96 SPUs, 48 Texture Address Units, and 20 Raster Operation Units.
Compare those specifications to the GeForce 9800 GX2, which features clock speeds of 600 MHz on the GPU, and 1000 MHz on the 512 MB of GDDR3 RAM. It features 128 SPUs as well as 64 TAUs and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce 9800 GX2 should in theory be quite a bit faster than the GeForce 8800 GTS (G80) 320MB overall. (explain)
Texel RateThe GeForce 9800 GX2 is a lot (more or less 212%) faster with regards to texture filtering than the GeForce 8800 GTS (G80) 320MB. (explain)
Pixel RateThe GeForce 9800 GX2 is much (about 87%) faster with regards to FSAA than the GeForce 8800 GTS (G80) 320MB, and also able to handle 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.
One or more cards in this comparison are multi-core. This means that their bandwidth, texel and pixel rates are theoretically doubled - this does not mean the card will actually perform twice as fast, but only that it should in theory be able to. Actual game benchmarks will give a more accurate idea of what it's capable of.
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 (measured in megabytes per second) that can be transferred across the external memory interface in one second. It is worked out by multiplying the bus width by its memory speed. If the card has DDR type memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the bandwidth is, 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 in one second. This is worked out by multiplying the total number of texture units by the core clock 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 most pixels that the graphics chip can possibly record to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the number of Render Output Units by the the core 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 lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.