Compare any two graphics cards:
GeForce 8800 GS vs GeForce GT 210
IntroThe GeForce 8800 GS uses a 65 nm design. nVidia has clocked the core speed at 550 MHz. The GDDR3 memory runs at a frequency of 800 MHz on this model. It features 96 SPUs as well as 48 Texture Address Units and 12 Rasterization Operator Units.
Compare all that to the GeForce GT 210, which features a clock frequency of 589 MHz and a DDR3 memory frequency of 800 MHz. It also uses a 64-bit memory bus, and uses a 40 nm design. It 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)
Performance-wise, the GeForce 8800 GS should in theory be a lot superior to the GeForce GT 210 overall. (explain)
Texel RateThe GeForce 8800 GS is quite a bit (about 460%) more effective at AF than the GeForce GT 210. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce 8800 GS is a better choice, 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 (counted in megabytes per second) that can be transferred past the external memory interface within a second. The number is calculated by multiplying the bus width by the speed of its memory. In the case of DDR type memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This number is worked out by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card could possibly record to its local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of colour ROPs by the the core 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 also depends on quite a few other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.