Compare any two graphics cards:
GeForce 8600 GTS vs GeForce GTS 250 1GB
IntroThe GeForce 8600 GTS has a GPU core speed of 675 MHz, and the 512 MB of GDDR3 RAM is set to run at 1000 MHz through a 128-bit bus. It also is comprised of 32 SPUs, 16 TAUs, and 8 ROPs.
Compare that to the GeForce GTS 250 1GB, which uses a 65/55 nm design. nVidia has set the core speed at 738 MHz. The GDDR3 RAM runs at a speed 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)
Theoretically, the GeForce GTS 250 1GB should be much faster than the GeForce 8600 GTS overall. (explain)
Texel RateThe GeForce GTS 250 1GB is much (about 337%) faster with regards to anisotropic filtering than the GeForce 8600 GTS. (explain)
Pixel RateThe GeForce GTS 250 1GB is quite a bit (more or less 119%) better at anti-aliasing than the GeForce 8600 GTS, and able to handle higher resolutions without slowing down too much. (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 information (measured in MB per second) that can be moved past the external memory interface within a second. It's calculated by multiplying the interface width by the speed of its memory. If the card has DDR type RAM, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied per second. This number is calculated by multiplying the total texture units by the core speed of the chip. The higher the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card can possibly write to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.