Compare any two graphics cards:
GeForce 8600 GT 512MB GDDR3 vs GeForce GT 210
IntroThe GeForce 8600 GT 512MB GDDR3 comes with core speeds of 540 MHz on the GPU, and 700 MHz on the 512 MB of GDDR3 RAM. It features 32 SPUs as well as 16 Texture Address Units and 8 ROPs.
Compare those specs to the GeForce GT 210, which comes with a GPU core clock speed of 589 MHz, and 512 MB of DDR3 memory set to run at 800 MHz through a 64-bit bus. It also is comprised of 16 SPUs, 8 TAUs, and 4 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce 8600 GT 512MB GDDR3 is 75% faster than the GeForce GT 210 overall, because of its higher bandwidth. (explain)
Texel RateThe GeForce 8600 GT 512MB GDDR3 will be much (more or less 83%) more effective at anisotropic filtering than the GeForce GT 210. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the GeForce 8600 GT 512MB GDDR3 is superior to the GeForce GT 210, by far. (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 (in units of MB per second) that can be transferred past the external memory interface in one second. It's calculated by multiplying the bus width by its memory clock speed. In the case of DDR RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the card's 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 texture map elements (texels) that are processed in one second. This figure is worked out by multiplying the total amount of texture units by the core speed of the chip. The higher the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly record to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.