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Compare any two graphics cards:
GeForce 810M vs GeForce 8600 GT 1GB DDR2
IntroThe GeForce 810M features a core clock frequency of 738 MHz and a DDR3 memory speed of 900 MHz. It also makes use of a 64-bit bus, and makes use of a 28 nm design. It is comprised of 48 SPUs, 8 TAUs, and 4 ROPs.
Compare those specifications to the GeForce 8600 GT 1GB DDR2, which features GPU clock speed of 540 MHz, and 1024 MB of DDR2 memory running at 400 MHz through a 128-bit bus. It also is comprised of 32 Stream Processors, 16 Texture Address Units, and 8 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce 810M should theoretically be a small bit better than the GeForce 8600 GT 1GB DDR2 overall. (explain)
Texel RateThe GeForce 8600 GT 1GB DDR2 will be much (approximately 46%) more effective at texture filtering than the GeForce 810M. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce 8600 GT 1GB DDR2 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 largest amount of data (measured in MB per second) that can be moved across the external memory interface in a second. It's worked out by multiplying the card's bus width by its memory clock speed. If it uses DDR type RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed in one second. This figure is worked out by multiplying the total number of texture units by the core clock speed of the chip. The better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Render Output Units by the the core 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 output rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.