Compare any two graphics cards:
GeForce 8600 GT 512MB DDR2 vs GeForce GT 450 (OEM)
IntroThe GeForce 8600 GT 512MB DDR2 has 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 makes use of a 80 nm design. It is comprised of 32 SPUs, 16 Texture Address Units, and 8 Raster Operation Units.
Compare all of that to the GeForce GT 450 (OEM), which has core clock speeds of 790 MHz on the GPU, and 1000 MHz on the 1536 MB of GDDR5 RAM. It features 144 SPUs as well as 24 TAUs and 24 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GT 450 (OEM) should theoretically be much better than the GeForce 8600 GT 512MB DDR2 overall. (explain)
Texel RateThe GeForce GT 450 (OEM) should be a lot (more or less 119%) more effective at AF than the GeForce 8600 GT 512MB DDR2. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the GeForce GT 450 (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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Memory bandwidth is the maximum amount of information (counted in MB per second) that can be transported over the external memory interface in one second. It's worked out by multiplying the card's bus width by its memory clock speed. If it uses DDR type memory, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. 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 amount of texture map elements (texels) that can be 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 graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly record to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.