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 frequency at 550 MHz. The GDDR3 memory works at a speed of 800 MHz on this specific model. It features 96 SPUs as well as 48 Texture Address Units and 12 ROPs.
Compare that to the GeForce GT 210, which has clock speeds of 589 MHz on the GPU, and 800 MHz on the 512 MB of DDR3 RAM. It features 16 SPUs as well as 8 Texture Address Units and 4 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce 8800 GS should theoretically be much faster than the GeForce GT 210 in general. (explain)
Texel RateThe GeForce 8800 GS will be quite a bit (approximately 460%) more effective at texture 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 max amount of data (in units of MB per second) that can be transported over the external memory interface in a second. It's worked out by multiplying the bus width by the speed of its memory. If the card has DDR type memory, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied per second. This number is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly write to its local memory in one second - measured in millions of pixels per second. The figure is calculated 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 fill rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.