Compare any two graphics cards:
GeForce 8800 GS vs GeForce GT 210
IntroThe GeForce 8800 GS comes with clock speeds of 550 MHz on the GPU, and 800 MHz on the 384 MB of GDDR3 RAM. It features 96 SPUs as well as 48 Texture Address Units and 12 Rasterization Operator Units.
Compare those specs to the GeForce GT 210, which comes with a core clock frequency of 589 MHz and a DDR3 memory frequency of 800 MHz. It also features a 64-bit bus, and uses a 40 nm design. It is made up of 16 SPUs, 8 Texture Address Units, and 4 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce 8800 GS should theoretically be quite a bit superior to the GeForce GT 210 in general. (explain)
Texel RateThe GeForce 8800 GS is a lot (approximately 460%) faster with regards to AF than the GeForce GT 210. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce 8800 GS 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.
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: Memory bandwidth is the max amount of information (measured in megabytes per second) that can be transferred across the external memory interface in a second. The number is worked out by multiplying the card's bus width by its memory clock speed. In the case of DDR memory, it should 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, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed per second. This is worked out by multiplying the total texture units by the core 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 maximum number of pixels the graphics card can possibly write to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Raster Operations Pipelines by the the core 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 many 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.