Compare any two graphics cards:
GeForce 8800 GS vs GeForce GT 210
IntroThe GeForce 8800 GS comes with a GPU core speed of 550 MHz, and the 384 MB of GDDR3 RAM runs at 800 MHz through a 192-bit bus. It also features 96 Stream Processors, 48 TAUs, and 12 ROPs.
Compare all of that to the GeForce GT 210, which comes with clock speeds of 589 MHz on the GPU, and 800 MHz on the 512 MB of DDR3 memory. It features 16 SPUs along with 8 TAUs and 4 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce 8800 GS should in theory be quite a bit superior to the GeForce GT 210 in general. (explain)
Texel RateThe GeForce 8800 GS will be quite a bit (about 460%) more effective at texture filtering than the GeForce GT 210. (explain)
Pixel RateThe GeForce 8800 GS is quite a bit (approximately 180%) better at FSAA than the GeForce GT 210, and capable of handling 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.
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: Bandwidth is the max amount of data (in units of MB per second) that can be transferred past the external memory interface within a second. It is worked out by multiplying the card's bus width by its memory speed. If it uses DDR memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better 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 number of texture map elements (texels) that can be processed per second. This is worked out by multiplying the total number of texture units by the core clock speed of the chip. The higher the texel rate, the better the video 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 number of pixels that the graphics card could possibly record to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on quite a few other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.