Compare any two graphics cards:
GeForce 8800 Ultra vs GeForce GTX 460 (OEM)
IntroThe GeForce 8800 Ultra has clock speeds of 612 MHz on the GPU, and 1080 MHz on the 768 MB of GDDR3 RAM. It features 128 SPUs as well as 64 TAUs and 24 Rasterization Operator Units.
Compare those specifications to the GeForce GTX 460 (OEM), which features core speeds of 650 MHz on the GPU, and 850 MHz on the 1024 MB of GDDR5 RAM. It features 336 SPUs as well as 56 TAUs and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 460 (OEM) will be 5% quicker than the GeForce 8800 Ultra overall, because of its greater bandwidth. (explain)
Texel RateThe GeForce 8800 Ultra will be a small bit (about 8%) more effective at texture filtering than the GeForce GTX 460 (OEM). (explain)
Pixel RateThe GeForce GTX 460 (OEM) is quite a bit (approximately 42%) faster with regards to FSAA than the GeForce 8800 Ultra, and also able to handle 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 maximum amount of information (measured in MB per second) that can be moved across the external memory interface within a second. It's calculated by multiplying the card's bus width by its memory speed. In the case of DDR RAM, it should be multiplied by 2 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 higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed in one second. This figure is calculated by multiplying the total number of texture units by the core speed of the chip. The higher the texel rate, the better the graphics 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 the graphics card could possibly write to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.