Compare any two graphics cards:
GeForce 8600 GS (OEM) vs GeForce GT 420
IntroThe GeForce 8600 GS (OEM) has a core clock frequency of 540 MHz and a DDR2 memory speed of 400 MHz. It also features a 128-bit memory bus, and uses a 80 nm design. It is comprised of 32 SPUs, 16 TAUs, and 8 ROPs.
Compare those specs to the GeForce GT 420, which has GPU clock speed of 700 MHz, and 2048 MB of GDDR3 RAM set to run at 900 MHz through a 128-bit bus. It also features 48 Stream Processors, 8 Texture Address Units, and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GT 420 should perform a lot faster than the GeForce 8600 GS (OEM) overall. (explain)
Texel RateThe GeForce 8600 GS (OEM) is much (about 54%) better at texture filtering than the GeForce GT 420. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce 8600 GS (OEM) is a better choice, by a large margin. (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 maximum amount of data (in units of megabytes per second) that can be transferred past the external memory interface in one second. It is worked out by multiplying the interface width by the speed of its memory. In the case of DDR type RAM, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied 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 higher this number, the better the video 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 amount of pixels that the graphics card can possibly record to its local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Render Output Units 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 many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.