Compare any two graphics cards:
GeForce 8600 GT 512MB DDR2 vs Radeon RX 6800
IntroThe GeForce 8600 GT 512MB DDR2 features a clock frequency of 540 MHz and a DDR2 memory speed of 400 MHz. It also uses a 128-bit bus, and makes use of a 80 nm design. It features 32 SPUs, 16 Texture Address Units, and 8 ROPs.
Compare all of that to the Radeon RX 6800, which comes with clock speeds of 1700 MHz on the GPU, and 2000 MHz on the 16384 MB of GDDR6 memory. It features 3840 SPUs as well as 240 TAUs and 96 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon RX 6800, in theory, should be quite a bit faster than the GeForce 8600 GT 512MB DDR2 overall. (explain)
Texel RateThe Radeon RX 6800 will be quite a bit (more or less 4622%) more effective at anisotropic filtering than the GeForce 8600 GT 512MB DDR2. (explain)
Pixel RateThe Radeon RX 6800 should be a lot (approximately 3678%) better at AA than the GeForce 8600 GT 512MB DDR2, and also will be able to handle higher screen resolutions without slowing down too much. (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 largest amount of information (in units of MB per second) that can be moved across the external memory interface in a second. It's calculated by multiplying the card's interface width by the speed of its memory. If the card has DDR memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster 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 applied in one second. This is worked out by multiplying the total texture units of the card by the core speed of the chip. The better this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly write to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Render Output Units 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, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.