Compare any two graphics cards:
GeForce 8300 GS (OEM) vs GeForce GTX 660 Ti
IntroThe GeForce 8300 GS (OEM) comes with clock speeds of 450 MHz on the GPU, and 400 MHz on the 128 MB of DDR2 RAM. It features 8 SPUs along with 4 TAUs and 2 Rasterization Operator Units.
Compare that to the GeForce GTX 660 Ti, which has a core clock speed of 915 MHz and a GDDR5 memory frequency of 1500 MHz. It also makes use of a 192-bit bus, and uses a 28 nm design. It features 1344 SPUs, 112 TAUs, and 24 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 660 Ti should be much faster than the GeForce 8300 GS (OEM) overall. (explain)
Texel RateThe GeForce GTX 660 Ti will be much (about 5593%) faster with regards to texture filtering than the GeForce 8300 GS (OEM). (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce GTX 660 Ti is a better choice, and very much so. (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: Memory bandwidth is the maximum amount of data (counted in megabytes per second) that can be moved over the external memory interface within a second. It's calculated by multiplying the interface width by the speed of its memory. If the card has DDR type memory, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, 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 amount of texture map elements (texels) that can be processed per second. This is worked out by multiplying the total number of texture units 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 per second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly write to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.