Compare any two graphics cards:
GeForce 8300 GS (OEM) vs GeForce GTX 660 Ti
IntroThe GeForce 8300 GS (OEM) uses a 80 nm design. nVidia has clocked the core speed at 450 MHz. The DDR2 memory works at a speed of 400 MHz on this specific card. It features 8 SPUs as well as 4 Texture Address Units and 2 ROPs.
Compare all of that to the GeForce GTX 660 Ti, which has GPU core speed of 915 MHz, and 2048 MB of GDDR5 memory set to run at 1500 MHz through a 192-bit bus. It also features 1344 SPUs, 112 TAUs, and 24 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 660 Ti should in theory be a lot superior to the GeForce 8300 GS (OEM) in general. (explain)
Texel RateThe GeForce GTX 660 Ti is much (more or less 5593%) more effective at texture filtering than the GeForce 8300 GS (OEM). (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GTX 660 Ti is a better choice, by far. (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 across the external memory interface within a second. The number is worked out by multiplying the card's bus width by its memory speed. If the card has DDR RAM, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This figure is calculated by multiplying the total texture units of the card by the core 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 per second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly write to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Raster Operations Pipelines by the the card's clock speed. 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 quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.