Compare any two graphics cards:
GeForce 8600 GS (OEM) vs GeForce GTX 650
IntroThe GeForce 8600 GS (OEM) has 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 uses a 80 nm design. It features 32 SPUs, 16 TAUs, and 8 Raster Operation Units.
Compare all that to the GeForce GTX 650, which comes with a clock speed of 1058 MHz and a GDDR5 memory frequency of 1250 MHz. It also makes use of a 128-bit memory 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)
Performance-wise, the GeForce GTX 650 should theoretically be a lot better than the GeForce 8600 GS (OEM) overall. (explain)
Texel RateThe GeForce GTX 650 should be a lot (about 292%) more effective at anisotropic filtering than the GeForce 8600 GS (OEM). (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTX 650 is superior to the GeForce 8600 GS (OEM), 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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Memory bandwidth is the largest amount of information (counted in megabytes per second) that can be transferred over the external memory interface in one second. It's calculated by multiplying the bus width by its memory clock speed. If it uses DDR memory, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher 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 number of texture units of the card by the core clock speed of the chip. The better the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly write to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as 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, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.