Compare any two graphics cards:
GeForce 8800 GS vs GeForce GT 210
IntroThe GeForce 8800 GS has a core clock speed of 550 MHz and a GDDR3 memory frequency of 800 MHz. It also features a 192-bit memory bus, and makes use of a 65 nm design. It features 96 SPUs, 48 Texture Address Units, and 12 ROPs.
Compare all of 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)
Theoretically speaking, the GeForce 8800 GS should perform much faster than the GeForce GT 210 in general. (explain)
Texel RateThe GeForce 8800 GS will be much (more or less 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: Memory bandwidth is the maximum amount of information (measured in MB per second) that can be transported over the external memory interface in a second. The number is worked out by multiplying the card's bus width by its memory clock speed. In the case of DDR type memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the card's 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 are applied in one second. This is calculated by multiplying the total amount of texture units by the core clock 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 in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly write to its local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the number of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate also depends on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.