Compare any two graphics cards:
GeForce 8300 GS (OEM) vs GeForce GTX 660 Ti
IntroThe GeForce 8300 GS (OEM) has a core clock speed of 450 MHz and a DDR2 memory speed of 400 MHz. It also uses a 64-bit bus, and uses a 80 nm design. It features 8 SPUs, 4 Texture Address Units, and 2 Raster Operation Units.
Compare all that to the GeForce GTX 660 Ti, which comes with a core clock speed of 915 MHz and a GDDR5 memory speed of 1500 MHz. It also makes use of a 192-bit bus, and makes use of a 28 nm design. It is made up of 1344 SPUs, 112 TAUs, and 24 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 660 Ti should be quite a bit faster than the GeForce 8300 GS (OEM) in general. (explain)
Texel RateThe GeForce GTX 660 Ti should be a lot (about 5593%) faster with regards to texture filtering than the GeForce 8300 GS (OEM). (explain)
Pixel RateThe GeForce GTX 660 Ti will be a lot (approximately 2340%) more effective at full screen anti-aliasing than the GeForce 8300 GS (OEM), and also capable of handling higher resolutions without losing too much performance. (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: Bandwidth is the max amount of data (measured in MB per second) that can be transferred over the external memory interface in a second. It is worked out by multiplying the bus width by its memory clock speed. If it uses DDR RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This is calculated by multiplying the total number of texture units by the core clock speed of the chip. The higher this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card can possibly write to the local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the number of ROPs by the clock speed of the card. 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 lots of other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.