Compare any two graphics cards:
GeForce 8300 GS (OEM) vs GeForce GTX 660 Ti
IntroThe GeForce 8300 GS (OEM) comes with a core clock speed of 450 MHz and a DDR2 memory frequency of 400 MHz. It also makes use of a 64-bit bus, and makes use of a 80 nm design. It is made up of 8 SPUs, 4 Texture Address Units, and 2 Raster Operation Units.
Compare that to the GeForce GTX 660 Ti, which features a core clock speed of 915 MHz and a GDDR5 memory frequency of 1500 MHz. It also features a 192-bit bus, and makes use of a 28 nm design. It features 1344 SPUs, 112 Texture Address Units, and 24 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 660 Ti should theoretically be a lot superior to the GeForce 8300 GS (OEM) in general. (explain)
Texel RateThe GeForce GTX 660 Ti will be a lot (more or less 5593%) faster with regards to texture filtering than the GeForce 8300 GS (OEM). (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTX 660 Ti 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.
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 largest amount of data (in units of megabytes per second) that can be moved past the external memory interface within a second. It's worked out 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 again. If it uses DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This figure is calculated by multiplying the total number of texture units by the core clock speed of the chip. The better this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.