Compare any two graphics cards:
GeForce 8800 GS vs GeForce GT 210
IntroThe GeForce 8800 GS uses a 65 nm design. nVidia has set the core speed at 550 MHz. The GDDR3 memory works at a speed of 800 MHz on this specific card. It features 96 SPUs along with 48 TAUs and 12 ROPs.
Compare all of that to the GeForce GT 210, which has core clock speeds of 589 MHz on the GPU, and 800 MHz on the 512 MB of DDR3 RAM. It features 16 SPUs as well as 8 Texture Address Units and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce 8800 GS is 200% faster than the GeForce GT 210 in general, because of its higher bandwidth. (explain)
Texel RateThe GeForce 8800 GS will be a lot (about 460%) more effective at AF than the GeForce GT 210. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce 8800 GS is the winner, 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 largest amount of information (measured in megabytes per second) that can be transferred past the external memory interface in one second. It is calculated by multiplying the card's interface width by its memory speed. If it uses DDR type RAM, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the 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 processed per second. This is worked out by multiplying the total texture units by the core clock speed of the chip. The higher this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly write to its local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Render Output Units 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 quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.