Compare any two graphics cards:
GeForce 8500 GT vs GeForce GT 640 DDR3
IntroThe GeForce 8500 GT uses a 80 nm design. nVidia has set the core speed at 450 MHz. The DDR2 RAM runs at a speed of 400 MHz on this particular card. It features 16 SPUs as well as 8 TAUs and 4 ROPs.
Compare those specifications to the GeForce GT 640 DDR3, which makes use of a 28 nm design. nVidia has clocked the core frequency at 900 MHz. The DDR3 RAM is set to run at a speed of 1782 MHz on this model. It features 384 SPUs as well as 32 Texture Address Units 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 a lot faster than the GeForce 8500 GT in general. (explain)
Texel RateThe GeForce GT 640 DDR3 should be quite a bit (about 700%) faster with regards to AF than the GeForce 8500 GT. (explain)
Pixel RateThe GeForce GT 640 DDR3 should be a lot (more or less 700%) more effective at anti-aliasing than the GeForce 8500 GT, and also able to handle higher resolutions while still performing well. (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: Memory bandwidth is the maximum amount of information (in units of MB per second) that can be transported past the external memory interface in a second. It is calculated by multiplying the card's interface width by the speed of its memory. If the card has DDR memory, the result 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 texture map elements (texels) that are applied in one second. This number is worked out by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher this number, the better the card will be at 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 can possibly record to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.