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 runs at 800 MHz through a 192-bit bus. It also is made up of 96 Stream Processors, 48 Texture Address Units, and 12 ROPs.
Compare all of that to the GeForce GT 210, which uses a 40 nm design. nVidia has set the core speed at 589 MHz. The DDR3 RAM is set to run at a speed of 800 MHz on this specific card. 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)
Theoretically, the GeForce 8800 GS should perform quite a bit faster than the GeForce GT 210 in general. (explain)
Texel RateThe GeForce 8800 GS will be a lot (about 460%) faster with regards to anisotropic filtering than the GeForce GT 210. (explain)
Pixel RateThe GeForce 8800 GS is much (approximately 180%) better at anti-aliasing than the GeForce GT 210, and also capable of handling higher resolutions while still performing well. (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 maximum amount of information (in units of megabytes per second) that can be transported across the external memory interface in a second. It is worked out by multiplying the card's interface width by its memory clock speed. If it uses DDR 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 anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed per second. This number is calculated by multiplying the total amount of texture units by the core speed of the chip. The better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.