Compare any two graphics cards:
GeForce 8800 GS vs GeForce GT 210
IntroThe GeForce 8800 GS has a core clock frequency of 550 MHz and a GDDR3 memory speed of 800 MHz. It also features a 192-bit bus, and makes use of a 65 nm design. It is made up of 96 SPUs, 48 TAUs, and 12 ROPs.
Compare all that to the GeForce GT 210, which has a core clock frequency of 589 MHz and a DDR3 memory speed of 800 MHz. It also uses a 64-bit memory bus, and makes use of a 40 nm design. It features 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 much better than the GeForce GT 210 in general. (explain)
Texel RateThe GeForce 8800 GS should be a lot (approximately 460%) better at AF than the GeForce GT 210. (explain)
Pixel RateThe GeForce 8800 GS will be a lot (approximately 180%) faster with regards to full screen anti-aliasing than the GeForce GT 210, and also capable of handling higher screen 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: Memory bandwidth is the max amount of data (counted in MB per second) that can be transferred across the external memory interface within a second. The number is calculated by multiplying the interface width by the speed of its memory. If it uses DDR type memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's 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 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 texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly record to the local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.