Compare any two graphics cards:
GeForce 8600 GT 512MB DDR2 vs GeForce GT 210
IntroThe GeForce 8600 GT 512MB DDR2 comes with a clock frequency of 540 MHz and a DDR2 memory speed of 400 MHz. It also features a 128-bit memory bus, and makes use of a 80 nm design. It features 32 SPUs, 16 TAUs, and 8 Raster Operation Units.
Compare that to the GeForce GT 210, which uses a 40 nm design. nVidia has set the core frequency at 589 MHz. The DDR3 memory is set to run at a speed of 800 MHz on this model. It features 16 SPUs as well as 8 TAUs and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Both cards have the exact same bandwidth, so in theory they should have the same performance. (explain)
Texel RateThe GeForce 8600 GT 512MB DDR2 is much (about 83%) more effective at anisotropic filtering than the GeForce GT 210. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce 8600 GT 512MB DDR2 is superior to the GeForce GT 210, 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 max amount of information (measured in MB per second) that can be transported across the external memory interface in a second. It is calculated by multiplying the bus width by its memory clock speed. If the card has DDR RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the better 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 applied per second. This figure is calculated by multiplying the total number of texture units by the core clock speed of the chip. The higher the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly write to its local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate is also dependant on quite a few other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.