Compare any two graphics cards:
GeForce 8800 GS vs GeForce GT 210
IntroThe GeForce 8800 GS comes with a GPU core clock speed of 550 MHz, and the 384 MB of GDDR3 RAM is set to run at 800 MHz through a 192-bit bus. It also is made up of 96 Stream Processors, 48 TAUs, and 12 ROPs.
Compare those specifications to the GeForce GT 210, which has core speeds of 589 MHz on the GPU, and 800 MHz on the 512 MB of DDR3 memory. It features 16 SPUs as well as 8 TAUs and 4 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce 8800 GS, in theory, should perform quite a bit faster than the GeForce GT 210 overall. (explain)
Texel RateThe GeForce 8800 GS should be quite a bit (about 460%) more effective at texture filtering than the GeForce GT 210. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce 8800 GS is superior to the GeForce GT 210, 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.
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 largest amount of data (measured in megabytes per second) that can be transferred across the external memory interface in a second. The number is calculated by multiplying the bus width by the speed of its memory. If the card has DDR type RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, 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 applied in one second. This figure is calculated by multiplying the total number of texture units by the core speed of the chip. The better this number, the better the 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 amount of pixels that the graphics card could possibly write to the local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - aka 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 - the lower the bandwidth is, the lower the potential to reach the max fill rate.