Compare any two graphics cards:
GeForce 8800 GTX vs GeForce GTX 465
IntroThe GeForce 8800 GTX has a GPU core speed of 575 MHz, and the 768 MB of GDDR3 memory runs at 900 MHz through a 384-bit bus. It also features 128 SPUs, 64 Texture Address Units, and 24 ROPs.Compare those specifications to the GeForce GTX 465, which has core clock speeds of 607 MHz on the GPU, and 802 MHz on the 1024 MB of GDDR5 RAM. It features 352 SPUs along with 44 TAUs and 32 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthPerformance-wise, the GeForce GTX 465 should in theory be a little bit superior to the GeForce 8800 GTX overall. (explain)
Texel RateThe GeForce 8800 GTX is quite a bit (approximately 38%) more effective at AF than the GeForce GTX 465. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce GTX 465 is a better choice, by a large margin. (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 max amount of information (in units of MB per second) that can be transported past the external memory interface in a second. The number is calculated by multiplying the card's interface width by the speed of its memory. In the case of DDR RAM, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions. Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed per second. This is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second. Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly record to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the number of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.
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