Compare any two graphics cards:
GeForce 8600 GTS vs GeForce GT 220 GDDR3
IntroThe GeForce 8600 GTS uses a 80 nm design. nVidia has clocked the core frequency at 675 MHz. The GDDR3 memory works at a speed of 1000 MHz on this model. It features 32 SPUs as well as 16 TAUs and 8 ROPs.
Compare those specifications to the GeForce GT 220 GDDR3, which has clock speeds of 625 MHz on the GPU, and 1012 MHz on the 512 MB of GDDR3 RAM. It features 48 SPUs along with 16 Texture Address Units and 8 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GT 220 GDDR3 should be a bit faster than the GeForce 8600 GTS overall. (explain)
Texel RateThe GeForce 8600 GTS will be a small bit (more or less 8%) better at texture filtering than the GeForce GT 220 GDDR3. (explain)
Pixel RateThe GeForce 8600 GTS is a little bit (approximately 8%) faster with regards to anti-aliasing than the GeForce GT 220 GDDR3, and should be capable of handling higher resolutions without losing too much performance. (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: Bandwidth is the maximum amount of data (measured in MB per second) that can be transferred over the external memory interface within a second. It is calculated by multiplying the card's bus width by its memory speed. If the card has DDR type memory, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed per second. This figure is worked out by multiplying the total amount of texture units by the core speed of the chip. The better this number, the better the video card will be at handling 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 that the graphics card could possibly record to the local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the number of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.