Compare any two graphics cards:
GeForce 8800 GS vs GeForce GT 230
IntroThe GeForce 8800 GS has a GPU core speed of 550 MHz, and the 384 MB of GDDR3 RAM is set to run at 800 MHz through a 192-bit bus. It also is made up of 96 Stream Processors, 48 TAUs, and 12 Raster Operation Units.
Compare that to the GeForce GT 230, which features a clock speed of 550 MHz and a DDR3 memory frequency of 800 MHz. It also features a 192-bit memory bus, and uses a 40 nm design. It is comprised of 32 SPUs, 16 Texture Address Units, and 8 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Both cards have exactly the same memory bandwidth, so theoretically they should have identical performance. (explain)
Texel RateThe GeForce 8800 GS is a lot (about 200%) faster with regards to texture filtering than the GeForce GT 230. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce 8800 GS is the winner, 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 past the external memory interface in a second. It's worked out by multiplying the interface width by its memory clock speed. If the card has DDR type RAM, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. 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 texture map elements (texels) that can be applied in one second. This number is worked out by multiplying the total texture units by the core clock speed of the chip. The higher this number, the better the graphics card will be at handling 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 chip could possibly record to the local memory per second - measured in millions of pixels per second. The figure is calculated 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 output rate also depends on quite a few 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.