Compare any two graphics cards:
GeForce 8600 GTS vs GeForce GT 340
IntroThe GeForce 8600 GTS comes with core clock speeds of 675 MHz on the GPU, and 1000 MHz on the 512 MB of GDDR3 memory. It features 32 SPUs along with 16 TAUs and 8 ROPs.Compare all of that to the GeForce GT 340, which comes with GPU clock speed of 550 MHz, and 512 MB of GDDR5 memory running at 850 MHz through a 128-bit bus. It also is made up of 96 SPUs, 32 Texture Address Units, and 8 ROPs.
Display Graphs
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthTheoretically speaking, the GeForce GT 340 should perform much faster than the GeForce 8600 GTS in general. (explain)
Texel RateThe GeForce GT 340 is a lot (more or less 63%) more effective at anisotropic filtering than the GeForce 8600 GTS. (explain)
Pixel RateThe GeForce 8600 GTS will be much (about 23%) better at AA than the GeForce GT 340, and should be capable of handling higher screen resolutions without slowing down too much. (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
Display Prices
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
Display Specifications
Memory Bandwidth: Bandwidth is the maximum amount of information (counted in MB per second) that can be transported past the external memory interface within a second. It's worked out by multiplying the card's bus width by its memory speed. If the card has DDR memory, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the better the card will be in general. It especially helps with AA, 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 number of texture units by the core speed of the chip. The higher 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 number of pixels the graphics card could possibly record to its local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.
Display Prices
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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