Compare any two graphics cards:
GeForce 8600 GS (OEM) vs GeForce GTX 650
IntroThe GeForce 8600 GS (OEM) features core clock speeds of 540 MHz on the GPU, and 400 MHz on the 256 MB of DDR2 RAM. It features 32 SPUs as well as 16 TAUs and 8 Rasterization Operator Units.
Compare those specs to the GeForce GTX 650, which comes with GPU core speed of 1058 MHz, and 2048 MB of GDDR5 memory running at 1250 MHz through a 128-bit bus. It also features 384 Stream Processors, 32 TAUs, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 650, in theory, should perform quite a bit faster than the GeForce 8600 GS (OEM) overall. (explain)
Texel RateThe GeForce GTX 650 will be much (approximately 292%) better at texture filtering than the GeForce 8600 GS (OEM). (explain)
Pixel RateThe GeForce GTX 650 will be quite a bit (approximately 292%) faster with regards to FSAA than the GeForce 8600 GS (OEM), and will be capable of handling higher screen resolutions better. (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 (in units of megabytes per second) that can be transferred over the external memory interface within a second. It's worked out by multiplying the interface width by its memory clock speed. In the case of DDR type RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better 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 are applied in one second. This number is calculated by multiplying the total texture units by the core clock speed of the chip. The higher this number, the better the 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 that the graphics chip could possibly write to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate is also dependant on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.