Compare any two graphics cards:
GeForce 8500 GT vs GeForce GT 640 DDR3
IntroThe GeForce 8500 GT uses a 80 nm design. nVidia has clocked the core speed at 450 MHz. The DDR2 RAM runs at a frequency of 400 MHz on this card. It features 16 SPUs along with 8 TAUs and 4 Rasterization Operator Units.
Compare all of that to the GeForce GT 640 DDR3, which uses a 28 nm design. nVidia has set the core frequency at 900 MHz. The DDR3 memory runs at a frequency of 1782 MHz on this particular card. It features 384 SPUs along with 32 TAUs and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GT 640 DDR3 should be quite a bit faster than the GeForce 8500 GT in general. (explain)
Texel RateThe GeForce GT 640 DDR3 should be much (more or less 700%) better at AF than the GeForce 8500 GT. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GT 640 DDR3 is the winner, 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.
Memory Bandwidth: Bandwidth is the max amount of information (counted in MB per second) that can be transferred past the external memory interface in one second. It is calculated by multiplying the card's interface width by the speed of its memory. If it uses DDR RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better 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 texture map elements (texels) that are applied in one second. This is calculated by multiplying the total number of texture units by the core speed of the chip. The higher this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly record to the local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the number of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.