Compare any two graphics cards:
GeForce 8800 GT 1GB vs GeForce GT 340
IntroThe GeForce 8800 GT 1GB features a core clock speed of 600 MHz and a GDDR3 memory frequency of 900 MHz. It also features a 256-bit memory bus, and uses a 65 nm design. It is made up of 112 SPUs, 56 Texture Address Units, and 16 ROPs.
Compare those specs to the GeForce GT 340, which comes with a clock speed of 550 MHz and a GDDR5 memory frequency of 850 MHz. It also uses a 128-bit bus, and makes use of a 40 nm design. It is made up of 96 SPUs, 32 TAUs, and 8 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce 8800 GT 1GB should theoretically be a bit better than the GeForce GT 340 overall. (explain)
Texel RateThe GeForce 8800 GT 1GB is much (about 91%) more effective at AF than the GeForce GT 340. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce 8800 GT 1GB is superior to the GeForce GT 340, by far. (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 data (counted in MB per second) that can be transferred past the external memory interface in one second. It's calculated by multiplying the interface width by its memory speed. If the card has DDR type RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed per second. This number is worked out by multiplying the total texture units of the card by the core speed of the chip. The better the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly record to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate also depends on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.