Compare any two graphics cards:
GeForce 8600 GS (OEM) vs GeForce GTX 650
IntroThe GeForce 8600 GS (OEM) makes use of a 80 nm design. nVidia has clocked the core frequency at 540 MHz. The DDR2 memory runs at a frequency of 400 MHz on this specific model. It features 32 SPUs as well as 16 TAUs and 8 Rasterization Operator Units.
Compare all of that to the GeForce GTX 650, which has a GPU core clock speed of 1058 MHz, and 2048 MB of GDDR5 memory set to run at 1250 MHz through a 128-bit bus. It also features 384 SPUs, 32 Texture Address Units, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 650 should theoretically perform much faster than the GeForce 8600 GS (OEM) in general. (explain)
Texel RateThe GeForce GTX 650 is a lot (about 292%) faster with regards to 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: Memory bandwidth is the maximum amount of information (measured in MB per second) that can be moved across the external memory interface in a second. It is worked out by multiplying the card's interface width by its memory clock speed. In the case of DDR type memory, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied in one second. This number is calculated by multiplying the total amount of texture units by the core speed of the chip. The higher this number, the better the graphics 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 maximum amount of pixels the graphics card can possibly write to the local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.