Compare any two graphics cards:
GeForce 8800 Ultra vs GeForce GTX 465
IntroThe GeForce 8800 Ultra makes use of a 90 nm design. nVidia has set the core speed at 612 MHz. The GDDR3 RAM runs at a speed of 1080 MHz on this particular model. It features 128 SPUs as well as 64 TAUs and 24 Rasterization Operator Units.Compare all that to the GeForce GTX 465, which comes with a core clock frequency of 607 MHz and a GDDR5 memory frequency of 802 MHz. It also makes use of a 256-bit bus, and makes use of a 40 nm design. It features 352 SPUs, 44 Texture Address Units, and 32 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthTheoretically speaking, the GeForce 8800 Ultra should be a small bit faster than the GeForce GTX 465 in general. (explain)
Texel RateThe GeForce 8800 Ultra will be a lot (approximately 47%) faster with regards to AF than the GeForce GTX 465. (explain)
Pixel RateThe GeForce GTX 465 should be a lot (approximately 32%) faster with regards to anti-aliasing than the GeForce 8800 Ultra, and also should be able to handle higher screen resolutions better. (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 max amount of data (measured in megabytes per second) that can be moved across the external memory interface in a second. It's calculated by multiplying the bus width by its memory speed. In the case of DDR RAM, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions. Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed in one second. This figure is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The better this number, the better the video 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 most pixels that the graphics chip could possibly record to the local memory in a 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 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 memory bandwidth is, the lower the ability to reach the maximum fill rate.
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