Compare any two graphics cards:
GeForce 8800 Ultra vs GeForce GTX 550 Ti
IntroThe GeForce 8800 Ultra comes with a GPU clock speed of 612 MHz, and the 768 MB of GDDR3 memory is set to run at 1080 MHz through a 384-bit bus. It also is comprised of 128 Stream Processors, 64 Texture Address Units, and 24 Raster Operation Units.Compare all of that to the GeForce GTX 550 Ti, which features a clock speed of 900 MHz and a GDDR5 memory speed of 1026 MHz. It also uses a 192-bit bus, and makes use of a 40 nm design. It features 192 SPUs, 32 Texture Address Units, and 24 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthTheoretically speaking, the GeForce 8800 Ultra should be a bit faster than the GeForce GTX 550 Ti in general. (explain)
Texel RateThe GeForce 8800 Ultra will be a lot (about 36%) better at AF than the GeForce GTX 550 Ti. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTX 550 Ti is a better choice, by a large margin. (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. Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Specifications
Memory Bandwidth: Memory bandwidth is the largest amount of information (counted in megabytes per second) that can be transferred across the external memory interface in one second. It is worked out by multiplying the bus width by its memory speed. If the card has DDR memory, it should be multiplied by 2 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 AA, High Dynamic Range and high 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 texture units by the core clock speed of the chip. The better the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second. Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly record to its local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Render Output Units by the the core 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 fill rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.
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