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 clocked the core frequency at 550 MHz. The GDDR3 memory works at a frequency of 800 MHz on this card. It features 96 SPUs as well as 48 TAUs and 12 ROPs.
Compare those specifications to the GeForce GT 210, which features a core clock speed of 589 MHz and a DDR3 memory speed 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 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce 8800 GS will be 200% quicker than the GeForce GT 210 overall, due to its greater data rate. (explain)
Texel RateThe GeForce 8800 GS will be a lot (approximately 460%) better at texture filtering than the GeForce GT 210. (explain)
Pixel RateThe GeForce 8800 GS is quite a bit (about 180%) better at AA than the GeForce GT 210, and should be capable of handling higher resolutions more effectively. (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 (measured in MB per second) that can be transferred over the external memory interface in one second. The number is calculated by multiplying the card's bus width by its memory clock speed. If it uses DDR RAM, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the better 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 number of texture map elements (texels) that are processed 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 card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly record to the local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.