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 speed at 540 MHz. The DDR2 memory works at a speed of 400 MHz on this particular model. It features 32 SPUs as well as 16 TAUs and 8 ROPs.
Compare that to the GeForce GTX 650, which has a clock speed of 1058 MHz and a GDDR5 memory speed of 1250 MHz. It also features a 128-bit memory bus, and makes use of a 28 nm design. It features 384 SPUs, 32 Texture Address Units, and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 650 should theoretically be much faster than the GeForce 8600 GS (OEM) overall. (explain)
Texel RateThe GeForce GTX 650 will be a lot (more or less 292%) faster with regards to AF than the GeForce 8600 GS (OEM). (explain)
Pixel RateThe GeForce GTX 650 should be quite a bit (more or less 292%) better at anti-aliasing than the GeForce 8600 GS (OEM), and capable of handling higher resolutions while still performing well. (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 maximum amount of data (counted in megabytes per second) that can be moved across the external memory interface within a second. It is worked out by multiplying the card's interface width by the speed of its memory. If the card has DDR RAM, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This figure is calculated by multiplying the total 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 handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the most pixels the video card can possibly write to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Raster Operations Pipelines by the the core speed of the card. 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 many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.