Compare any two graphics cards:
GeForce 8800 GT 256MB vs GeForce GT 340 1GB
IntroThe GeForce 8800 GT 256MB features a GPU clock speed of 600 MHz, and the 256 MB of GDDR3 RAM runs at 700 MHz through a 256-bit bus. It also is made up of 112 Stream Processors, 56 Texture Address Units, and 16 ROPs.
Compare all of that to the GeForce GT 340 1GB, which comes with core clock speeds of 550 MHz on the GPU, and 850 MHz on the 1024 MB of GDDR5 RAM. It features 96 SPUs as well as 32 TAUs and 8 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GT 340 1GB should theoretically perform a lot faster than the GeForce 8800 GT 256MB in general. (explain)
Texel RateThe GeForce 8800 GT 256MB will be a lot (approximately 91%) more effective at AF than the GeForce GT 340 1GB. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce 8800 GT 256MB is a better choice, and very much so. (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: Memory bandwidth is the largest amount of information (measured in megabytes per second) that can be moved across the external memory interface in one second. It is worked out by multiplying the interface width by its memory clock speed. If the card has DDR type RAM, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, 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 are applied in one second. This figure is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The better this number, the better the 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 most pixels that the graphics card could possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Render Output Units 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 quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.