Compare any two graphics cards:
GeForce 8600 GTS vs GeForce GTS 250 1GB
IntroThe GeForce 8600 GTS comes with a core clock frequency of 675 MHz and a GDDR3 memory frequency of 1000 MHz. It also features a 128-bit bus, and uses a 80 nm design. It features 32 SPUs, 16 Texture Address Units, and 8 ROPs.
Compare that to the GeForce GTS 250 1GB, which features core speeds of 738 MHz on the GPU, and 1100 MHz on the 1024 MB of GDDR3 memory. It features 128 SPUs along with 64 Texture Address Units and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTS 250 1GB should theoretically perform quite a bit faster than the GeForce 8600 GTS overall. (explain)
Texel RateThe GeForce GTS 250 1GB is quite a bit (approximately 337%) faster with regards to AF than the GeForce 8600 GTS. (explain)
Pixel RateIf running with a high resolution 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: Bandwidth is the largest amount of information (counted in megabytes per second) that can be transported past the external memory interface in a second. It's calculated by multiplying the bus width by its memory clock speed. If the card has DDR type memory, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed in one second. This is worked out by multiplying the total amount 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 texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly write to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.