Compare any two graphics cards:
GeForce 8800 GT 512MB vs GeForce GT 340
IntroThe GeForce 8800 GT 512MB comes with clock speeds of 600 MHz on the GPU, and 900 MHz on the 512 MB of GDDR3 RAM. It features 112 SPUs along with 56 Texture Address Units and 16 Rasterization Operator Units.
Compare those specifications to the GeForce GT 340, which comes with clock speeds of 550 MHz on the GPU, and 850 MHz on the 512 MB of GDDR5 RAM. It features 96 SPUs along with 32 Texture Address Units and 8 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce 8800 GT 512MB should theoretically be a small bit faster than the GeForce GT 340 overall. (explain)
Texel RateThe GeForce 8800 GT 512MB is quite a bit (more or less 91%) faster with regards to AF than the GeForce GT 340. (explain)
Pixel RateThe GeForce 8800 GT 512MB is much (more or less 118%) better at AA than the GeForce GT 340, and also should be capable of handling higher screen resolutions more effectively. (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 largest amount of data (counted in MB per second) that can be moved across the external memory interface in a second. The number is worked out by multiplying the bus width by its memory speed. In the case of DDR type memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster 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 figure is calculated by multiplying the total amount of texture units of the card by the core speed of the chip. The better the texel rate, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card 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 Render Output Units by the the card's clock speed. 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 quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.