Compare any two graphics cards:
GeForce 8600 GS (OEM) vs GeForce GTX 650
IntroThe GeForce 8600 GS (OEM) comes with a GPU core speed of 540 MHz, and the 256 MB of DDR2 memory runs at 400 MHz through a 128-bit bus. It also features 32 SPUs, 16 Texture Address Units, and 8 Raster Operation Units.
Compare those specs to the GeForce GTX 650, which features GPU clock speed of 1058 MHz, and 1024 MB of GDDR5 RAM set to run at 1250 MHz through a 128-bit bus. It also is comprised of 384 Stream Processors, 32 Texture Address Units, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 650 will be 525% quicker than the GeForce 8600 GS (OEM) in general, due to its higher bandwidth. (explain)
Texel RateThe GeForce GTX 650 will be quite a bit (approximately 292%) faster with regards to AF than the GeForce 8600 GS (OEM). (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce GTX 650 is a better choice, 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 max amount of data (measured in megabytes per second) that can be transported over the external memory interface in a second. It is calculated by multiplying the card's interface width by its memory clock speed. If it uses DDR type RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. 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 texture map elements (texels) that can be processed in one second. This is calculated by multiplying the total number of texture units of the card by the core clock 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 per second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card could possibly record to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Raster Operations Pipelines 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 rate is also dependant on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.