Compare any two graphics cards:
GeForce 8600 GTS vs GeForce GTS 250 1GB
IntroThe GeForce 8600 GTS has core clock speeds of 675 MHz on the GPU, and 1000 MHz on the 512 MB of GDDR3 RAM. It features 32 SPUs as well as 16 TAUs and 8 Rasterization Operator Units.
Compare those specs to the GeForce GTS 250 1GB, which makes use of a 65/55 nm design. nVidia has set the core speed at 738 MHz. The GDDR3 RAM runs at a frequency of 1100 MHz on this particular card. It features 128 SPUs along with 64 Texture Address Units and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTS 250 1GB is 120% quicker than the GeForce 8600 GTS overall, because of its higher data rate. (explain)
Texel RateThe GeForce GTS 250 1GB is a lot (more or less 337%) more effective at anisotropic filtering than the GeForce 8600 GTS. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce GTS 250 1GB is a better choice, 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 max amount of information (measured in MB per second) that can be transferred past the external memory interface in one second. The number is worked out by multiplying the card's bus width by its memory clock speed. If the card has DDR type RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This figure is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly write to the local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate is also dependant on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.