Compare any two graphics cards:
GeForce 8800 Ultra vs GeForce GTX 460
IntroThe GeForce 8800 Ultra makes use of a 90 nm design. nVidia has clocked the core speed at 612 MHz. The GDDR3 memory runs at a speed of 1080 MHz on this card. It features 128 SPUs as well as 64 Texture Address Units and 24 ROPs.Compare those specs to the GeForce GTX 460, which uses a 40 nm design. nVidia has set the core speed at 675 MHz. The GDDR5 RAM runs at a frequency of 900 MHz on this particular model. It features 336 SPUs along with 56 Texture Address Units and 24 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthTheoretically speaking, the GeForce 8800 Ultra should perform just a bit faster than the GeForce GTX 460 overall. (explain)
Texel RateThe GeForce 8800 Ultra should be a small bit (about 4%) more effective at texture filtering than the GeForce GTX 460. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GTX 460 is the winner, but not 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. 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: Bandwidth is the maximum amount of information (measured in megabytes per second) that can be transported across the external memory interface within a second. It's calculated by multiplying the bus width by its memory clock speed. If it uses DDR memory, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions. Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed per second. This number is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher this number, the better the video 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 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 Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.
|
Comments
Be the first to leave a comment!