Compare any two graphics cards:
GeForce 810M vs GeForce 8600 GT 256MB DDR2
IntroThe GeForce 810M features core speeds of 738 MHz on the GPU, and 900 MHz on the 1024 MB of DDR3 RAM. It features 48 SPUs as well as 8 TAUs and 4 Rasterization Operator Units.
Compare that to the GeForce 8600 GT 256MB DDR2, which features a GPU core clock speed of 540 MHz, and 256 MB of DDR2 memory running at 400 MHz through a 128-bit bus. It also is comprised of 32 Stream Processors, 16 TAUs, and 8 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce 810M is 13% faster than the GeForce 8600 GT 256MB DDR2 overall, because of its greater data rate. (explain)
Texel RateThe GeForce 8600 GT 256MB DDR2 is a lot (more or less 46%) faster with regards to anisotropic filtering than the GeForce 810M. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce 8600 GT 256MB DDR2 is the winner, 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 (in units of megabytes per second) that can be transferred across the external memory interface in a second. It's worked out by multiplying the interface width by the speed of its memory. If it uses DDR type memory, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the 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 texture map elements (texels) that are applied in one second. This number is calculated by multiplying the total number of texture units by the core speed of the chip. The higher the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly write to its local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the number of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.