Compare any two graphics cards:
GeForce 8800 Ultra vs GeForce GTX 1630
IntroThe GeForce 8800 Ultra comes with core clock speeds of 612 MHz on the GPU, and 1080 MHz on the 768 MB of GDDR3 memory. It features 128 SPUs along with 64 Texture Address Units and 24 ROPs.Compare all of that to the GeForce GTX 1630, which features a clock frequency of 1740 MHz and a GDDR6 memory frequency of 1500 MHz. It also uses a 64-bit memory bus, and uses a 12 nm design. It features 512 SPUs, 32 TAUs, and 16 ROPs.
Display Graphs
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthTheoretically speaking, the GeForce 8800 Ultra will be 5% quicker than the GeForce GTX 1630 overall, due to its higher data rate. (explain)
Texel RateThe GeForce GTX 1630 should be quite a bit (about 42%) better at AF than the GeForce 8800 Ultra. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the GeForce GTX 1630 is the winner, 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. 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 largest amount of data (in units of MB per second) that can be transferred across the external memory interface in one second. It's worked out by multiplying the bus width by its memory clock speed. If the card has DDR type memory, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the bandwidth is, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions. Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed per second. This is calculated by multiplying the total texture units by the core speed of the chip. The better this number, the better the 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 could possibly write to the local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on many 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.
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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