Compare any two graphics cards:
GeForce 8800 GS vs GeForce GT 210
IntroThe GeForce 8800 GS has a GPU core clock speed of 550 MHz, and the 384 MB of GDDR3 memory is set to run at 800 MHz through a 192-bit bus. It also is comprised of 96 SPUs, 48 TAUs, and 12 Raster Operation Units.
Compare all that to the GeForce GT 210, which features GPU core speed of 589 MHz, and 512 MB of DDR3 memory set to run at 800 MHz through a 64-bit bus. It also is comprised of 16 SPUs, 8 TAUs, and 4 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce 8800 GS should theoretically be quite a bit better than the GeForce GT 210 in general. (explain)
Texel RateThe GeForce 8800 GS will be quite a bit (more or less 460%) better at anisotropic filtering than the GeForce GT 210. (explain)
Pixel RateThe GeForce 8800 GS is much (about 180%) more effective at anti-aliasing than the GeForce GT 210, and also should be able to handle higher resolutions without slowing down too much. (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 megabytes per second) that can be transferred past the external memory interface in one second. The number is calculated by multiplying the interface width by its memory clock speed. If it uses DDR type RAM, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip can possibly record to its 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 the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.