Compare any two graphics cards:
GeForce 8800 Ultra vs Radeon HD 5830
IntroThe GeForce 8800 Ultra comes with a clock frequency of 612 MHz and a GDDR3 memory speed of 1080 MHz. It also makes use of a 384-bit bus, and makes use of a 90 nm design. It features 128 SPUs, 64 TAUs, and 24 Raster Operation Units.Compare those specs to the Radeon HD 5830, which makes use of a 40 nm design. ATi has clocked the core speed at 800 MHz. The GDDR5 RAM is set to run at a frequency of 1000 MHz on this particular model. It features 1120(224x5) SPUs as well as 56 Texture Address Units and 16 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthTheoretically speaking, the Radeon HD 5830 should be a lot faster than the GeForce 8800 Ultra in general. (explain)
Texel RateThe Radeon HD 5830 will be a small bit (more or less 14%) faster with regards to texture filtering than the GeForce 8800 Ultra. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce 8800 Ultra is the winner, but only just. (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: Memory bandwidth is the maximum amount of information (counted in megabytes per second) that can be transported across the external memory interface within a second. It's calculated by multiplying the card's bus width by its memory clock speed. If the card has DDR RAM, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, 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 amount of 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 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 in one second. Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly write to the local memory in a second - measured in millions of pixels per second. The figure is worked out 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 filling the screen with pixels (the image). The actual pixel fill rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.
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