Compare any two graphics cards:
GeForce 8600 GT 512MB DDR2 vs GeForce 8600 GTS
IntroThe GeForce 8600 GT 512MB DDR2 comes with a clock speed of 540 MHz and a DDR2 memory speed of 400 MHz. It also makes use of a 128-bit bus, and makes use of a 80 nm design. It features 32 SPUs, 16 Texture Address Units, and 8 Raster Operation Units.
Compare that to the GeForce 8600 GTS, which has GPU core speed of 675 MHz, and 512 MB of GDDR3 RAM set to run at 1000 MHz through a 128-bit bus. It also is made up of 32 SPUs, 16 Texture Address Units, and 8 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce 8600 GTS, in theory, should perform a lot faster than the GeForce 8600 GT 512MB DDR2 in general. (explain)
Texel RateThe GeForce 8600 GTS will be much (more or less 25%) more effective at AF than the GeForce 8600 GT 512MB DDR2. (explain)
Pixel RateThe GeForce 8600 GTS will be a lot (about 25%) better at FSAA than the GeForce 8600 GT 512MB DDR2, and capable of handling higher 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: Memory bandwidth is the max amount of data (counted in MB per second) that can be moved across the external memory interface in one second. It is worked out by multiplying the interface width by its memory speed. In the case of DDR memory, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the better 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 amount of texture map elements (texels) that are applied per second. This 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 handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card could possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.