Compare any two graphics cards:
GeForce 8800 Ultra vs GeForce GTX 460 1GB
IntroThe GeForce 8800 Ultra has a clock speed of 612 MHz and a GDDR3 memory frequency of 1080 MHz. It also uses a 384-bit memory bus, and uses a 90 nm design. It features 128 SPUs, 64 Texture Address Units, and 24 ROPs.Compare those specs to the GeForce GTX 460 1GB, which features core speeds of 675 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR5 memory. It features 336 SPUs along with 56 Texture Address Units and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthThe GeForce GTX 460 1GB should in theory be just a bit faster than the GeForce 8800 Ultra in general. (explain)
Texel RateThe GeForce 8800 Ultra will be a bit (approximately 4%) faster with regards to texture filtering than the GeForce GTX 460 1GB. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce GTX 460 1GB is superior to the GeForce 8800 Ultra, 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: Memory bandwidth is the maximum amount of data (counted in MB per second) that can be transferred over the external memory interface within a second. It is calculated by multiplying the card's interface width by its memory clock speed. If it uses DDR RAM, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions. Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed per second. This is worked out by multiplying the total texture units of the card by the core clock speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second. Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card can possibly write to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of 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 also depends on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.
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