Compare any two graphics cards:
GeForce 8600 GS (OEM) vs GeForce GTX 650
IntroThe GeForce 8600 GS (OEM) comes with a core clock frequency of 540 MHz and a DDR2 memory speed of 400 MHz. It also makes use of a 128-bit memory bus, and makes use of a 80 nm design. It features 32 SPUs, 16 TAUs, and 8 Raster Operation Units.
Compare all of that to the GeForce GTX 650, which features a clock frequency of 1058 MHz and a GDDR5 memory frequency of 1250 MHz. It also makes use of a 128-bit bus, and uses a 28 nm design. It features 384 SPUs, 32 TAUs, and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 650 should in theory be a lot superior to the GeForce 8600 GS (OEM) in general. (explain)
Texel RateThe GeForce GTX 650 will be much (about 292%) more effective at AF than the GeForce 8600 GS (OEM). (explain)
Pixel RateIf running with a high screen resolution is important to you, then the GeForce GTX 650 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: Bandwidth is the max amount of data (counted in megabytes per second) that can be transferred past the external memory interface in one second. The number is worked out by multiplying the card's interface width by the speed of its memory. If the card has DDR RAM, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed in one second. This figure is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card could possibly record to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.