Compare any two graphics cards:
GeForce 8600 GT 512MB GDDR3 vs Radeon HD 3650
IntroThe GeForce 8600 GT 512MB GDDR3 comes with a GPU clock speed of 540 MHz, and the 512 MB of GDDR3 memory is set to run at 700 MHz through a 128-bit bus. It also is comprised of 32 SPUs, 16 Texture Address Units, and 8 ROPs.
Compare those specifications to the Radeon HD 3650, which features clock speeds of 725 MHz on the GPU, and 800 MHz on the 1024 MB of GDDR4 memory. It features 120(24x5) SPUs along with 8 TAUs and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon HD 3650 will be 14% quicker than the GeForce 8600 GT 512MB GDDR3 overall, due to its greater data rate. (explain)
Texel RateThe GeForce 8600 GT 512MB GDDR3 is quite a bit (about 49%) better at AF than the Radeon HD 3650. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce 8600 GT 512MB GDDR3 is superior to the Radeon HD 3650, 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: Memory bandwidth is the largest amount of data (in units of MB per second) that can be moved across the external memory interface in one second. It is worked out by multiplying the card's bus width by its memory clock speed. If the card has DDR type memory, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed per second. This figure is calculated by multiplying the total amount of texture units of the card by the core speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed 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 ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.