Compare any two graphics cards:
GeForce 8600 GTS vs GeForce GTS 250 1GB
IntroThe GeForce 8600 GTS comes with 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 comes with GPU core speed of 738 MHz, and 1024 MB of GDDR3 RAM set to run at 1100 MHz through a 256-bit bus. It also is made up of 128 SPUs, 64 Texture Address Units, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTS 250 1GB should be 120% faster than the GeForce 8600 GTS in general, due to its greater data rate. (explain)
Texel RateThe GeForce GTS 250 1GB is much (more or less 337%) more effective at anisotropic filtering than the GeForce 8600 GTS. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTS 250 1GB is a better choice, and very much so. (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 transferred over the external memory interface in one second. It is calculated by multiplying the card's interface width by its memory clock speed. If it uses DDR RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, 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 number of texture map elements (texels) that are applied in one second. This is worked out by multiplying the total number of texture units by the core speed of the chip. The better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly record to the 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 sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.