Compare any two graphics cards:
GeForce 8800 GT 512MB vs GeForce GTX 460 (OEM)
IntroThe GeForce 8800 GT 512MB makes use of a 65 nm design. nVidia has clocked the core frequency at 600 MHz. The GDDR3 RAM runs at a frequency of 900 MHz on this particular model. It features 112 SPUs along with 56 Texture Address Units and 16 ROPs.
Compare all that to the GeForce GTX 460 (OEM), which features clock speeds of 650 MHz on the GPU, and 850 MHz on the 1024 MB of GDDR5 memory. It features 336 SPUs as well as 56 TAUs and 32 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 460 (OEM) should in theory be quite a bit faster than the GeForce 8800 GT 512MB overall. (explain)
Texel RateThe GeForce GTX 460 (OEM) will be a bit (more or less 8%) faster with regards to texture filtering than the GeForce 8800 GT 512MB. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce GTX 460 (OEM) is the winner, 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: Bandwidth is the maximum amount of information (measured in megabytes per second) that can be moved past the external memory interface within a second. It is calculated by multiplying the interface width by the speed of its memory. If the card has DDR type memory, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed in one second. This is worked out by multiplying the total amount of texture units by the core speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly write to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of colour ROPs by the clock speed of the card. 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 lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.