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GeForce 8600 GS (OEM) vs GeForce 8600 GT 1GB DDR2

Intro

The GeForce 8600 GS (OEM) features a clock speed of 540 MHz and a DDR2 memory speed of 400 MHz. It also makes use of a 128-bit memory bus, and uses a 80 nm design. It is made up of 32 SPUs, 16 Texture Address Units, and 8 ROPs.

Compare those specs to the GeForce 8600 GT 1GB DDR2, which features GPU core speed of 540 MHz, and 1024 MB of DDR2 memory set to run at 400 MHz through a 128-bit bus. It also features 32 Stream Processors, 16 TAUs, and 8 Raster Operation Units.

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Power Usage and Theoretical Benchmarks

Both cards have the same power consumption.

Memory Bandwidth

Both cards have the exact same memory bandwidth, so theoretically they should perform the same. (explain)

Texel Rate

Both cards have exactly the same texel fill rate, so theoretically they should be equally good at at AF. (explain)

Pixel Rate

Both cards have exactly the same pixel fill rate, so in theory they should be equally good at at anti-aliasing, and be capable of handling the same resolutions. (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.

Price Comparison

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GeForce 8600 GS (OEM)

Amazon.com

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GeForce 8600 GT 1GB DDR2

Amazon.com

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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.

Specifications

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Model GeForce 8600 GS (OEM) GeForce 8600 GT 1GB DDR2
Manufacturer nVidia nVidia
Year April 2007 April 2007
Code Name G84 G84
Memory 256 MB 1024 MB
Core Speed 540 MHz 540 MHz
Memory Speed 800 MHz 800 MHz
Power (Max TDP) 47 watts 47 watts
Bandwidth 12800 MB/sec 12800 MB/sec
Texel Rate 8640 Mtexels/sec 8640 Mtexels/sec
Pixel Rate 4320 Mpixels/sec 4320 Mpixels/sec
Unified Shaders 32 32
Texture Mapping Units 16 16
Render Output Units 8 8
Bus Type DDR2 DDR2
Bus Width 128-bit 128-bit
Fab Process 80 nm 80 nm
Transistors 289 million 289 million
Bus PCIe x16 PCIe x16
DirectX Version DirectX 10 DirectX 10
OpenGL Version OpenGL 3.0 OpenGL 3.0

Memory Bandwidth: Memory bandwidth is the max amount of information (measured in MB per second) that can be moved past the external memory interface within a second. The number is calculated by multiplying the card's interface width by its memory speed. If it uses DDR RAM, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, 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 can be applied per second. This figure is worked out by multiplying the total texture units of the card 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 applied in a second.

Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly write to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.

Display Prices

Hide Prices

GeForce 8600 GS (OEM)

Amazon.com

Check prices at:

GeForce 8600 GT 1GB DDR2

Amazon.com

Check prices at:

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.

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