I get commissions for purchases made through links on this page. (more info)
Compare any two graphics cards:
GeForce 8800 GT 512MB vs GeForce 9800 GT 512MB
IntroThe GeForce 8800 GT 512MB comes with a GPU core clock speed of 600 MHz, and the 512 MB of GDDR3 memory is set to run at 900 MHz through a 256-bit bus. It also is made up of 112 Stream Processors, 56 TAUs, and 16 Raster Operation Units.
Compare all that to the GeForce 9800 GT 512MB, which features a clock speed of 600 MHz and a GDDR3 memory frequency of 900 MHz. It also uses a 256-bit bus, and makes use of a 65/55 nm design. It features 112 SPUs, 56 TAUs, and 16 ROPs.
Power Usage and Theoretical BenchmarksBoth cards have the same power consumption.
Both cards have exactly the same bandwidth, so theoretically they should have the same performance. (explain)
Texel RateBoth cards have exactly the same texel fill rate, so in theory they should be equally good at at AF. (explain)
Pixel RateBoth cards have the exact same pixel fill rate, so theoretically they should perform equally good at at anti-aliasing, and be capable of handling the same screen resolutions. (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 (in units of megabytes per second) that can be transferred over the external memory interface in one second. It is calculated by multiplying the card's bus width by its memory speed. In the case of DDR type RAM, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher 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 number of texture map elements (texels) that can be processed in one second. This number is calculated by multiplying the total amount of texture units of the card by the core speed of the chip. The better the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.