Compare any two graphics cards:
GeForce 8800 GTS (G92) vs GeForce GTX 860M
IntroThe GeForce 8800 GTS (G92) makes use of a 65 nm design. nVidia has clocked the core speed at 650 MHz. The GDDR3 RAM runs at a frequency of 970 MHz on this specific card. It features 128 SPUs along with 64 TAUs and 16 Rasterization Operator Units.
Compare those specs to the GeForce GTX 860M, which comes with a core clock speed of 797 MHz and a GDDR5 memory speed of 1000 MHz. It also makes use of a 128-bit bus, and uses a 28 nm design. It is made up of 1152 SPUs, 96 TAUs, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 860M should be 3% faster than the GeForce 8800 GTS (G92) in general, due to its greater bandwidth. (explain)
Texel RateThe GeForce GTX 860M should be quite a bit (more or less 84%) better at texture filtering than the GeForce 8800 GTS (G92). (explain)
Pixel RateThe GeForce GTX 860M is much (approximately 23%) more effective at AA than the GeForce 8800 GTS (G92), and able to handle higher screen resolutions more effectively. (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 (in units of megabytes per second) that can be transported past the external memory interface in a second. The number is worked out by multiplying the card's bus width by the speed of its memory. If it uses DDR type memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This number is worked out by multiplying the total texture units by the core clock 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 applied per second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly record to its local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.