Compare any two graphics cards:
GeForce 8800 GTS (G92) vs GeForce GTX 960
IntroThe GeForce 8800 GTS (G92) uses a 65 nm design. nVidia has set the core frequency at 650 MHz. The GDDR3 RAM works at a speed of 970 MHz on this particular model. It features 128 SPUs along with 64 TAUs and 16 ROPs.Compare that to the GeForce GTX 960, which comes with a core clock speed of 1127 MHz and a GDDR5 memory speed of 1750 MHz. It also uses a 128-bit bus, and makes use of a 28 nm design. It is comprised of 1024 SPUs, 64 TAUs, and 32 ROPs.
Display Graphs
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthThe GeForce GTX 960 should theoretically perform a lot faster than the GeForce 8800 GTS (G92) overall. (explain)
Texel RateThe GeForce GTX 960 should be quite a bit (approximately 73%) more effective at texture filtering than the GeForce 8800 GTS (G92). (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce GTX 960 is superior to the GeForce 8800 GTS (G92), 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. Price Comparison
Display Prices
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. Specifications
Display Specifications
Memory Bandwidth: Bandwidth is the maximum amount of data (in units of MB per second) that can be transported past the external memory interface in a second. It is worked out by multiplying the card's interface width by its memory speed. In the case of DDR type memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions. Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed in one second. This number is calculated by multiplying the total amount of texture units by the core 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 processed in one second. Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly record to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of ROPs by the the card's clock speed. 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, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.
Display Prices
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.
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