Pixel-pushing power
| Core clock (MHz) | Pixels/ clock | Peak fill rate (Mpixels/s) | Textures/ clock | Peak fill rate (Mtexels/s) | Memory clock (MHz) | Memory bus width (bits) | Peak memory bandwidth (GB/s) | |
| Radeon X1600 XT | 590 | 4 | 2360 | 4 | 2360 | 1380 | 128 | 22.1 |
| GeForce 6800 | 325 | 8 | 2600 | 12 | 3900 | 700 | 256 | 22.4 |
| GeForce 6600 GT | 500 | 4 | 2000 | 8 | 4000 | 1000 | 128 | 16.0 |
| Radeon X800 | 400 | 12 | 4800 | 12 | 4800 | 700 | 256 | 22.4 |
| GeForce 6800 GS | 425 | 8 | 3400 | 12 | 5100 | 1000 | 256 | 32.0 |
| GeForce 6800 GT | 350 | 16 | 5600 | 16 | 5600 | 1000 | 256 | 32.0 |
| GeForce 7800 GS | 375 | 8 | 3000 | 16 | 6000 | 1200 | 256 | 38.4 |
| Radeon X800 XL | 400 | 16 | 6400 | 16 | 6400 | 980 | 256 | 31.4 |
| GeForce 7800 GS OC | 400 | 8 | 3200 | 16 | 6400 | 1250 | 256 | 40.0 |
| GeForce 6800 Ultra | 425 | 16 | 6800 | 16 | 6800 | 1100 | 256 | 35.2 |
| GeForce 7800 GT | 400 | 16 | 6400 | 20 | 8000 | 1000 | 256 | 32.0 |
| All-In-Wonder X1900 | 500 | 16 | 8000 | 16 | 8000 | 960 | 256 | 30.7 |
| Radeon X1800 XL | 500 | 16 | 8000 | 16 | 8000 | 1000 | 256 | 32.0 |
| Radeon X850 XT | 520 | 16 | 8320 | 16 | 8320 | 1080 | 256 | 34.6 |
| Radeon X850 XT PE | 540 | 16 | 8640 | 16 | 8640 | 1180 | 256 | 37.8 |
| XFX GeForce 7800 GT | 450 | 16 | 7200 | 20 | 9000 | 1050 | 256 | 33.6 |
| Radeon X1800 XT | 625 | 16 | 10000 | 16 | 10000 | 1500 | 256 | 48.0 |
| Radeon X1900 XT | 625 | 16 | 10000 | 16 | 10000 | 1450 | 256 | 46.4 |
| GeForce 7800 GTX | 430 | 16 | 6880 | 24 | 10320 | 1200 | 256 | 38.4 |
| Radeon X1900 XTX | 650 | 16 | 10400 | 16 | 10400 | 1550 | 256 | 49.6 |
| GeForce 7800 GTX 512 | 550 | 16 | 8800 | 24 | 13200 | 1700 | 256 | 54.4 |
Like I said, the 7800 GS's combination of hardware resources and clock speeds is not badnot overwhelming, but in the ballpark with the GeForce 6800 Ultra. The 7800 GS has more memory bandwidth than the Radeon X850 XT but not nearly the theoretical peak pixel filling and texturing capacity. The trick for the 7800 GS will be using its GeForce 7-class pixel shaders, its support for Shader Model 3.0, and its overall architectural efficiency to make up the difference.




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