Compare any two graphics cards:
GeForce 8800 GTS (G92) vs GeForce GT 340
IntroThe GeForce 8800 GTS (G92) features a GPU clock speed of 650 MHz, and the 512 MB of GDDR3 RAM runs at 970 MHz through a 256-bit bus. It also is made up of 128 Stream Processors, 64 TAUs, and 16 Raster Operation Units.Compare all of that to the GeForce GT 340, which makes use of a 40 nm design. nVidia has clocked the core frequency at 550 MHz. The GDDR5 RAM works at a frequency of 850 MHz on this specific card. It features 96 SPUs along with 32 TAUs and 8 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthPerformance-wise, the GeForce 8800 GTS (G92) should in theory be just a bit superior to the GeForce GT 340 overall. (explain)
Texel RateThe GeForce 8800 GTS (G92) should be quite a bit (approximately 136%) better at texture filtering than the GeForce GT 340. (explain)
Pixel RateThe GeForce 8800 GTS (G92) is quite a bit (approximately 136%) better at AA than the GeForce GT 340, and will be able to handle higher screen resolutions while still performing well. (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. Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Specifications
Memory Bandwidth: Bandwidth is the max amount of information (measured in megabytes per second) that can be transferred over the external memory interface within a second. The number is calculated by multiplying the bus width by its memory clock speed. In the case of DDR memory, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range 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 number of texture units by the core speed of the chip. The better the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second. Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly record to the local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.
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