Compare any two graphics cards:
GeForce 8600 GTS vs GeForce GTX 950M
IntroThe GeForce 8600 GTS has a GPU core speed of 675 MHz, and the 512 MB of GDDR3 memory is set to run at 1000 MHz through a 128-bit bus. It also features 32 Stream Processors, 16 TAUs, and 8 ROPs.
Compare all that to the GeForce GTX 950M, which uses a 28 nm design. nVidia has clocked the core speed at 914 MHz. The DDR3 RAM is set to run at a frequency of 1000 MHz on this card. It features 640 SPUs along with 40 Texture Address Units and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Both cards have exactly the same bandwidth, so in theory they should have identical performance. (explain)
Texel RateThe GeForce GTX 950M will be quite a bit (approximately 239%) better at anisotropic filtering than the GeForce 8600 GTS. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce GTX 950M is superior to the GeForce 8600 GTS, 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.
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 (measured in MB per second) that can be transported across the external memory interface in one second. It is worked out by multiplying the card's interface width by its memory clock speed. If the card has DDR RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed in one second. This 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 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 amount of pixels that the graphics card can possibly record to the local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.