Compare any two graphics cards:
GeForce 8800 GS vs GeForce GT 210
IntroThe GeForce 8800 GS makes use of a 65 nm design. nVidia has set the core speed at 550 MHz. The GDDR3 memory works at a frequency of 800 MHz on this model. It features 96 SPUs as well as 48 TAUs and 12 ROPs.
Compare those specs to the GeForce GT 210, which comes with GPU clock speed of 589 MHz, and 512 MB of DDR3 memory set to run at 800 MHz through a 64-bit bus. It also is comprised of 16 SPUs, 8 TAUs, and 4 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce 8800 GS should in theory perform much faster than the GeForce GT 210 in general. (explain)
Texel RateThe GeForce 8800 GS is quite a bit (approximately 460%) better at anisotropic filtering than the GeForce GT 210. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce 8800 GS is superior to the GeForce GT 210, and very much so. (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 max amount of information (measured in megabytes per second) that can be transferred across the external memory interface in one second. It is calculated by multiplying the bus width by its memory speed. In the case of DDR RAM, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed per second. This figure is worked out by multiplying the total texture units of the card by the core clock speed of the chip. The better this number, the better the video 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 the video card can possibly write to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.