Compare any two graphics cards:
GeForce 8800 GS vs GeForce GTX 480
IntroThe GeForce 8800 GS has a core clock frequency of 550 MHz and a GDDR3 memory frequency of 800 MHz. It also uses a 192-bit memory bus, and uses a 65 nm design. It is made up of 96 SPUs, 48 Texture Address Units, and 12 Raster Operation Units.
Compare all of that to the GeForce GTX 480, which has GPU clock speed of 700 MHz, and 1536 MB of GDDR5 memory set to run at 924 MHz through a 384-bit bus. It also features 480 SPUs, 60 TAUs, and 48 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 480 should theoretically perform much faster than the GeForce 8800 GS overall. (explain)
Texel RateThe GeForce GTX 480 should be a lot (about 59%) more effective at anisotropic filtering than the GeForce 8800 GS. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the GeForce GTX 480 is superior to the GeForce 8800 GS, by far. (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 maximum amount of data (counted in MB per second) that can be transported across the external memory interface in one second. The number is calculated by multiplying the card's bus width by its memory clock speed. In the case of DDR type RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster 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 applied per second. This is worked out by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.