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 RAM works at a speed of 800 MHz on this specific model. It features 96 SPUs as well as 48 TAUs and 12 Rasterization Operator Units.
Compare that to the GeForce GT 210, which comes with a GPU core clock speed of 589 MHz, and 512 MB of DDR3 RAM running at 800 MHz through a 64-bit bus. It also features 16 SPUs, 8 Texture Address Units, and 4 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce 8800 GS should perform much faster than the GeForce GT 210 in general. (explain)
Texel RateThe GeForce 8800 GS is a lot (approximately 460%) better at anisotropic filtering than the GeForce GT 210. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce 8800 GS is superior to the GeForce GT 210, 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 maximum amount of data (counted in megabytes per second) that can be transferred past the external memory interface in a second. It's worked out by multiplying the card's interface width by its memory clock speed. In the case of DDR memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, 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 number of texture map elements (texels) that can be processed per second. This is calculated by multiplying the total number 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 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 that the graphics card could possibly write to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.