Compare any two graphics cards:
GeForce 8600 GTS vs GeForce GTS 250 1GB
IntroThe GeForce 8600 GTS has core speeds of 675 MHz on the GPU, and 1000 MHz on the 512 MB of GDDR3 memory. It features 32 SPUs along with 16 TAUs and 8 Rasterization Operator Units.
Compare those specs to the GeForce GTS 250 1GB, which uses a 65/55 nm design. nVidia has clocked the core frequency at 738 MHz. The GDDR3 memory is set to run at a frequency of 1100 MHz on this specific model. It features 128 SPUs along with 64 Texture Address Units and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTS 250 1GB is 120% faster than the GeForce 8600 GTS overall, because of its higher bandwidth. (explain)
Texel RateThe GeForce GTS 250 1GB is quite a bit (about 337%) faster with regards to texture filtering than the GeForce 8600 GTS. (explain)
Pixel RateThe GeForce GTS 250 1GB is much (about 119%) more effective at FSAA than the GeForce 8600 GTS, and able to handle 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 max amount of information (measured in megabytes per second) that can be transported past the external memory interface in a second. It's worked out by multiplying the bus width by the speed of its memory. In the case of DDR RAM, it should 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, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied in one second. This is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher this number, the better the video 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 that the graphics chip can possibly record to its local memory per second - measured in millions of pixels per second. Pixel rate is calculated 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 drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.