A retro-review and benchmarks of Nvidias first Unified Shader mid-range
- RRP $159
- April 17th 2007
- Purchase November 2024
- Purchase Price £10.00
- Form Factor: PCI-E
- Available as AGP: Yes
- Windows Compatibility: XP, Vista, 7, 8, 8.1, 10 and 11
Introduction – The GeForce 8000 Series

In November 2006, Nvidia launched the G80 architecture, debuting as the GeForce 8 series.
This generation marked a shift in GPU design, introducing Nvidia’s first unified shader architecture and breaking away from the traditional fixed-function pipeline that had defined graphics cards since the earliest days of 3D acceleration.
The G80 was not Nvidia’s first brush with unified shaders; they had previously contributed to the RSX “Reality Synthesizer” in Sony’s PlayStation 3, which blended elements of fixed and programmable pipelines
At the heart of this revolution was the G80 GPU, powering the flagship GeForce 8800 GTX. With 128 stream processors, support for DirectX 10, and a robust 384-bit memory interface, the 8800 GTX set a new standard for high-end gaming and professional graphics.
It was the first consumer GPU to fully embrace Shader Model 4.0, allowing developers to craft more complex visual effects with greater efficiency.
Beyond raw power, the 8000 series introduced 2nd-generation PureVideo HD, enhancing video playback with hardware acceleration for H.264 and VC-1 formats. It also laid the foundation for CUDA, NVIDIA’s parallel computing platform, which would later transform scientific research and AI development.
While ATI’s HD 2000 series was making its own unified shader debut, NVIDIA’s GeForce 8000 lineup arrived earlier and with more polish, earning widespread acclaim for its performance, driver stability, and architectural foresight.
ATI vs Nvidia: Shader Efficiency and Design
The Unified shader architectures allowed both ATI and Nvidia to assign processing power where needed which was a huge advance over earlier designs. The two companies approached the challenge differently:
ATI TeraScale/HD2000: Implemented fewer, but wider SIMD shader units. Each ATI “stream processor” was highly efficient, able to parallelize workloads better for certain compute tasks, meaning ATI cards often delivered higher performance-per-watt than their Nvidia rivals of the time. For example, the HD 2600 variants had 120 stream processors; the HD 2900 XT had 320. The architecture’s ability to assign any shader processor to any task, and its optimizations for efficiency, sometimes resulted in superior performance in shader-heavy applications despite lower raw hardware counts. used a vector-based VLIW design where shader units were tightly integrated with the core. This meant the shader units shared the same clock speed as the GPU core, so no separate shader clock was needed.
Nvidia Tesla/G80: Focused on having more individual shader units, but each was less wide and specialized than ATI’s. This approach led to higher raw peak throughput but could result in lower efficiency under real-world loads, especially those requiring extensive parallelism. Nvidia’s design sometimes excelled in brute-force scenarios but could lag in efficiency per shader, particularly in DirectX 10 titles at the time. Nvidia introduced a scalar stream processor design where shaders operated independently from the core. To optimize performance, Nvidia gave shaders their own clock domain shader clock which could run faster than the core clock.
Think of ATI shader units as crew teams working together handling multiple pixels simultaneously. Nvidia shader units for comparison, are individual workers with superhuman strength.
Comparing the actual numbers of shader units is like comparing hours worked by teams vs hours worked by individuals, numbers alone don’t tell the whole story without knowing the size and power of each worker or team.
In summary, the ATi cards sound better with their vast numbers of shader units but this doesn’t always translate into better performance.
Nvidia’s G80 Lineup Overview
With codenames like G86, G84, and G80, the GeForce 8 series also spanned three key performance tiers:
- G86 (GeForce 8400): Aimed at entry-level users, this chip offered basic DirectX 10 support and improved video playback via Nvidia’s first-generation PureVideo HD, though gaming performance was modest.
- G84 (GeForce 8600): Targeted the mid-range market, balancing gaming capability with multimedia features. It introduced hardware-accelerated H.264 and VC-1 decoding, making it a solid choice for HTPC builds.
- G80 (GeForce 8800): The flagship architecture, debuting with the 8800 GTX and GTS. It featured a wide 384-bit memory bus, up to 128 stream processors, and full DirectX 10 support — but lacked dedicated video decode hardware, relying instead on the CPU for HD playback.
Despite the 8800 GTX’s dominance in raw performance and its role as a DirectX 10 pioneer, early drivers and high power draw made the G80 a complex beast for enthusiasts. Its lack of full video decode acceleration mirrored ATI’s R600, leaving both flagships reliant on brute force rather than media finesse.

The Card
This was another Ebay purchase, this one a reference Nvidia design so no factory overclock or other shenanigans.

It looks nice enough though and you can’t argue with the price either, no box I’m afraid.
Below is where my version of the 8600GT sits in the great table of 8000 series Nvidia GPU’s, being a reference design it fits in exactly where you may think:
My version has the lower 256Mb of RAM on board but it least it’s GDDR3, it seems that the higher capacity cards often have the slower VRAM.
Here’s the obligatory GPU’z screenshot:



The Test System
I used the Phenom II X4 for XP testing, not the most powerful XP processor by any means but its 3.2Ghz clock speed should be more than enough to get the most out of mid-2000s games, even if all four of its cores are unlikely to be utilised by most titles.
The full details of the test system:
- CPU: AMD Phenom II X4 955 3.2Ghz Black edition
- 8Gb of 1866Mhz DDR3 Memory (showing as 3.25Gb on 32bit Windows XP and 1600Mhz limited by the platform)
- Windows XP (build 2600, Service Pack 3)
- Kingston SATA 240Gb SSD as a primary drive, an AliExpress SATA has the Win7 installation and games on.
- ASRock 960GM-GS3 FX
- The latest supported driver version 6.14.13 from Nvidia’s website
Tom Clancy’s Splinter Cell (2002)

Game Overview:
Tom Clancy’s Splinter Cell launched on November 19, 2002, developed by Ubi Soft Montreal. Built on the LithTech Jupiter engine (Unreal Engine precursor), it pioneered tactical stealth gameplay with groundbreaking light/shadow mechanics and realistic audio design. The game set new standards for immersion through dynamic lighting where visibility literally shaped gameplay.
Known for its revolutionary light-based stealth, Splinter Cell remains the ultimate benchmark for early 2000s GPUs. The game’s real-time shadows, particle effects, and high-poly environments brutally stress fillrate and shader performance even on modern retro hardware.
I have the GOG version of the game which has an internal benchmark that can be used.
Performance Notes:
The 8600GT is a monster in this game, out performing the previous generation GeForce 7600GT and ATi 2600XT by a significant margin.
The newer unified shader design obviously has no trouble running this older game from many years before the technolgoy existed.
It appears to be close to the 7600GT in SLI mode but in reality, this is likely CPU limited (at lower resolutions, all cards top out at around 180fps).

Unreal Tournament 2003 (2002)

Game Overview:
Released in October 2002, Unreal Tournament 2003 was built on the early version of Unreal Engine 2. It was a big leap forward from the original UT, with improved visuals, ragdoll physics, and faster-paced gameplay.
The engine used DirectX 8.1 and introduced support for pixel shaders, dynamic lighting, and high-res textures all of which made it a solid test title for early 2000s hardware.
We played a lot of this and 2004 at LAN parties back in the day.
Still a great game and well worth going back to, even if you’re mostly limited to bot matches these days. There’s even a single-player campaign of sorts, though it’s really just a ladder of bot battles.
The game holds up visually and mechanically, and it’s a good one to throw into the testing suite for older cards. The uncapped frames are pretty useful for my purposes.
Performance Notes:
The 8600GT performs well in this game as should be expected. It does edge out a win over the HD2600XT but you wouldn’t notice, especially when using an old 75Hz monitor.
The fixed-function cards have the edge in this title though, the 7600GT edges out a win, small in average framerate but with a much better 1% low figure – up to 100 from 74.

X2: The Threat (2003)

Game Overview:
Released for Windows in December 2003, with later ports to Mac OS X and Linux, X2: The Threat is a space trading and combat simulation developed by Egosoft. It continues the story from X: Beyond the Frontier, placing players in the role of Julian Gardna, a former pirate drawn into a conflict with a new alien threat known as the Khaak
While not tied to a widely licensed engine like Unreal, X2 introduced a new in‑house graphics engine built specifically for the X‑Universe. This engine delivered Improved ship and station models, More detailed sectors with nebulae and environmental effects, Dynamic lighting and particle effects and Support for DirectX 8.1‑class hardware, aligning it with early‑2000s GPU capabilities.
This made X2 a solid benchmark title for PCs of the era, especially for players testing mid‑range and high‑end GPUs from the GeForce 3/4 and Radeon 8500/9000 families.
This is the GOG version again and it does have an internal benchmark.
Performance Notes:
The older fixed function cards seem to have the measure of the newer cards here, unsuprising perhaps as this old title is optomised for them, but you would think that the higher clock speeds would even things out a little.
The 8600GT only beats the 6600GT by a small margin and comes in behind the 7600GT.
The 8600GT is well ahead of the HD2600XT however, 78fps compared to 54 fps is a huge lead.

Doom 3 (2004)

Game Overview:
Released in August 2004, Doom 3 was built on id Tech 4 and took the series in a darker, slower direction. It’s more horror than run-and-gun, with tight corridors, dynamic shadows, and a heavy focus on atmosphere. The engine introduced unified lighting and per-pixel effects, which made it a demanding title for its time, and still a good one to test mid-2000s hardware.
Performance Notes:
The Nvidia 8600GT consistently outperforms the Sapphire HD2600XT across all tested resolutions and anti-aliasing settings.
The performance gap is most noticeable at lower resolutions, particularly at 1024×768 with no anti-aliasing, where the 8600GT leads by nearly 44%.
Anti-aliasing significantly impacts both cards, but the HD2600XT suffers more.


At 1280×1024 with 4xAA, both cards fall below 50 FPS, though the 8600GT maintains a modest lead.


FarCry (2004)

Game Overview:
Far Cry launched in March 2004, developed by Crytek and built on the original CryEngine. It was a technical marvel at the time, with massive outdoor environments, dynamic lighting, and advanced AI. The game leaned heavily on pixel shaders and draw distance, making it a solid stress test for mid-2000s GPUs. It also laid the groundwork for what would later become the Crysis legacy.

Performance Notes:
At minimum quality settings, the 8600GT doesn’t dip below 200fps, which is a good start.
Ultra quality reduces things but we are still around 100fps. the card consistently outperforms the HD2600XTs but does fall behind the earlier 7600GT in this, still early, title.
6x Anti-Aliasing and the performance of the 8600GT stays high when its competition dips dramatically. the Ati unified shader cards are hit hardest and the 7600GT falls slightly below the newer card now.
The easy conclusion is that the 8600GT is an absolute beast in FarCry and performs excellently at the tested resolutions, even with all the eye-candy on.


F.E.A.R. (2005)
Game Overview:
F.E.A.R. (First Encounter Assault Recon) launched on October 17, 2005 for Windows, developed by Monolith Productions. Built on the LithTech Jupiter EX engine, it was a technical showcase for dynamic lighting, volumetric effects, and intelligent enemy AI. The game blended tactical shooting with psychological horror, earning acclaim for its eerie atmosphere and cinematic combat.

Performance Notes:
The 8600GT performs well in this title, achieving an average framerates in the triple digits and leaving the HD2600XT cards will behind.
The 7600GT SLi setup is a little behind in both minimum fps and average fps.


Anti-Aliasing has a huge effect on the minimum framerate, almost halving the average figure. The 8600GT retains it’s lead though 2x760GT’s post the higher minimum fps.
Battlefield 2 (2005)
Game Overview:
Battlefield 2 launched on June 21, 2005, developed by DICE and published by EA. It was a major evolution for the franchise, introducing modern warfare, class-based combat, and large-scale multiplayer battles with up to 64 players. Built on the Refractor 2 engine, it featured dynamic lighting, physics-based ragdolls, and destructible environments that pushed mid-2000s hardware.
No single-player campaign, but I find bot matches via Instant Action a lot of fun. It was hugely popular in its day, especially for Commander Mode, vehicle combat, and it apparently had a thriving modding scene.


Performance Notes:
The 8600GT performs well again at the high preset giving 113fps and a 57fps 1% low.
The HD2600XT from Sapphire is a little behind but with a slight improvement on the 1% low.
With Anti-Aliasing switched on, the average framerate does reduce but more importantly the 1% low figure is nearly halved, falling to only 30fps.
The HD2600XT competition is hit hard by anti-aliasing which we are getting used to by now.
Need for Speed: Carbon (2006)
Game Overview:
Need for Speed: Carbon launched on October 30, 2006 in North America, developed by EA Black Box and published by Electronic Arts. It continued the series’ street-racing focus after Most Wanted but shifted the action to canyon showdowns and crew-based racing, adding stronger emphasis on territory control and team support. The game was built on the EAGL engine and designed to showcase glossy car models, night-time city lighting, and heavy visual effects suited to mid-2000s gaming PCs and consoles.

Performance Notes:
The 8600GT is able to push an impressive framerates at the medium preset but is actually beaten by the HD2600XT’s in this title.


Pushing the settings up to Maximum though and performance drops to mainly unplayable, 38fps average is fine but the 24fps 1% low makes this choppy and unenjoyable.
With Anti Aliasing enabled, the 8600GT maintains these framerates, only the 1% low dropping by 4fps, amazing AA performance.


Medieval II: Total War (2006)
Game Overview:
Released on November 10, 2006, Medieval II: Total War was developed by Creative Assembly and published by Sega. It’s the fourth entry in the Total War series, built on the enhanced Total War engine with support for Shader Model 2.0 and 3.0. The game blends turn-based strategy with real-time battles, set during the High Middle Ages, and includes historical scenarios like Agincourt.

Performance Notes:
The 8600GT shows a clear edge in average FPS across all settings, especially under SM1.0 where it outpaces the HD2600XT by 13 FPS at medium settings with no AA, and 9 FPS with 2xAA. Its AA scaling is notably efficient, with only modest drops in performance as anti-aliasing increases — a trait that reinforces its reputation for strong ROP and memory handling.


Under SM2.0, both cards dip into the 20–30 FPS range, but the 8600GT maintains a slightly higher average and a wider spread, suggesting better peak performance in lighter scenes.
The 1% lows, however, reveal a trade-off: the 8600GT’s frame pacing is less consistent than the HD2600XT’s in some scenarios, particularly at SM1.0 where dips to 35 FPS contrast with the ATI card’s steadier 44.


Test Drive Unlimited (2006)

Game Overview:
Test Drive Unlimited launched in 2006, developed by Eden Games and published by Atari. It took the series in a new direction with a huge open-world recreation of Oahu, where driving, buying cars and homes, and challenging other players were all part of the experience.
It was built on Eden’s Twilight 2 engine, giving it a more ambitious open-world setup than the previous Test Drive games. The big hook was its “massively open online racing” style, which blended solo progression with always-on multiplayer roaming.

Performance Notes:
61fps is the average framerate you can expect from the 8600GT in this game, edging out the HD2600XT by a small amount.
Add in some Anti-Aliasing and the 8600GT continues to give good performance where the competition stumbles to an average fps in the mid-20s.
The results scale nicely at 1280×1024, probably a resolution too far to be playable but still a good result in comparison to the HD2600XTs.

Oblivion 2006
Game Overview:
Oblivion launched on March 20, 2006, developed by Bethesda Game Studios. Built on the Gamebryo engine, it introduced a vast open world, dynamic weather, and real-time lighting. The game was a technical leap for RPGs, with detailed environments and extensive mod support that kept it alive well beyond its release window (it’s just had a re-release recently).
Known for its sprawling world Oblivion remains a benchmark title for mid-2000s hardware. The game’s reliance on draw distance and lighting effects makes GPUs struggle.


Performance Notes:
In all cases, the 1% lows fall well below the average framerates in Oblivion, so a disappointing lack of consistency is expected in this title.
The 8600GT performs very well though, 91fps average with medium settings, 72 at ultra high and 64 at ultra high with 4xAA.
These results keep the 8600GT ahead of the 2600XT in all cases, the gap widening as the graphical settings are increased.
It shows great Anti-Aliasing performance as we have come to expect, not hurting the average framerate too badly when enabled when at the same time competitor cards struggle.
These results scale at higher resolutions except the 1% low with remains similar, it takes 1280×1024 with Ultra settings and AA enabled to knock the figure down from around 30.
1024×768 Ultra High with 4xAA is probably the setting to go for.


Crysis (2007)

Game Overview:
Crysis launched in November 2007 and quickly became the go-to benchmark title for PC gamers. Built on CryEngine 2, it pushed hardware to the limit with massive draw distances, dynamic lighting, destructible environments, and full DirectX 10 support.
The game is just about playable on the HD2600XT and 8600GT under DirectX 9.
‘Very High’ settings are technically selectable, but not on XP. To be tested separately later in the article.
Performance Notes:
Always a tough game for a mid-range graphics card of the time and the 8600GT struggles as expected.
This is another rare title that seems to benefit the ATi cards, the 8600GT being handily beaten at the low preset by the HD2600XTs and even the HD2600Pro.
Switching to Medium and the more demanding graphics pull things back, the 8600GT splitting the HD2600XT cards and now well ahead of the HD2600Pro.
At the high preset all of the mid-range cards perform poorly and the 8600GT delivers an unplayable 17fps average.



S.T.A.L.K.E.R. (2007)
Game Overview:
Released in March 2007, S.T.A.L.K.E.R.: Shadow of Chernobyl was developed by GSC Game World and runs on the X-Ray engine. It’s a gritty survival shooter set in the Chernobyl Exclusion Zone, blending open-world exploration with horror elements and tactical combat. The engine supports DirectX 8 and 9, with optional dynamic lighting and physics that can push older hardware to its limits.



Performance Notes:
Medium settings under DirectX 9 hit the frame cap easily and deliver smooth gameplay and barely misses a frame, handily beating the HD2600XT cards but the frame cap hides exactly by how much.
Switching to full dynamic lighting hits performance hard in all cards, the 8600GT still gives an acceptable 38fps but with a low 11fps low. To run at these settings, you will need a more powerful card than an 8600GT.

Assassins Creed (2007)

Game Overview:
Assassin’s Creed launched in November 2007, developed by Ubisoft Montreal and built on the Anvil engine. It introduced open-world stealth gameplay, parkour movement, and historical settings wrapped in sci-fi framing. The first entry takes place during the Third Crusade, with cities like Damascus, Acre, and Jerusalem rendered in impressive detail for the time.
Performance Notes:
The 8600GT gives a steady 60FPS in Assassins Creed with medium to low settings, splitting the HD2600XT cards testing and keeping up with two 7600GT’s working in SLI.
As settings scale up, the 8600GT and HD2600XT cards trade blows but things remain close at all settings.
4



Tomb Raider (2013)

Game Overview:
Released in March 2013, Tomb Raider marked a gritty reboot for the franchise, developed by Crystal Dynamics and powered by the Foundation Engine. It follows a young Lara Croft’s harrowing origin story on the mysterious island of Yamatai, blending cinematic storytelling with survival mechanics, exploration, and third-person combat. The engine supports DirectX 9 and 11, with advanced features like TressFX hair physics and tessellation—though these push beyond the capabilities of legacy GPUs. On older hardware like the GeForce 8600GT, the game remains playable in DX9 mode with reduced settings, offering a surprisingly stable experience when paired with Windows 7 and the final WHQL 340.52 driver.
At 1024×768 on Normal settings, the 8600GT manages a modest 23 FPS average, with 1% lows dipping to 18. This configuration includes FXAA and 4x anisotropic filtering, which help smooth edges and textures without overwhelming the GPU.
While not fluid by modern standards, the experience remains surprisingly stable for a legacy card, with only a 5 FPS gap between average and low—suggesting consistent frame pacing e
Compared to the HD2600XT, the 8600GT edges ahead slightly in both average and lows, making it the more reliable choice for cinematic playthroughs at this tier.
Switching to Low settings at 1024×768, the 8600GT stretches its legs. With FXAA and bilinear filtering enabled, the card delivers a 36 FPS average and a 1% low of 28, offering a far smoother experience.
The 8 FPS gap between average and low indicates occasional dips during physics-heavy moments or cutscenes, but overall gameplay remains responsive and playable.
Against the HD2600XT, the 8600GT again leads by a few frames, reinforcing its strength in maintaining frame stability under reduced visual load.




DirectX 10 Testing
DirectX 9 dominated PC gaming for nearly a decade. Launched in 2002, it became the standard thanks to broad compatibility with Windows XP, which remained popular well into the 2010s.
In contrast, DirectX 10 debuted as a Vista-exclusive, an operating system many gamers avoided, making adoption slow.
Developers stuck with DX9 to maintain parity with consoles like the Xbox 360 and to avoid rebuilding engines from scratch, since DX10 introduced a new driver model and lacked backward compatibility.
Game engines such as Unreal Engine 3 and Source were deeply optimized for DX9, and rewriting them was costly.
Even as late as 2011, a large portion of gamers still used DX9 hardware, making it the safer choice.
We should still have a look at a few tests, to see how well these early unified-shader cards cope, with the new technology at the time.
Call of Juarez (2006)

Call of Juarez launched in June 2006, developed by Techland and powered by the Chrome Engine 3. It’s a first-person shooter set in the American Wild West, blending gritty gunfights with biblical overtones and dual protagonists: Reverend Ray, a gun-slinging preacher, and Billy Candle, a fugitive accused of murder. The game alternates between stealth and action, with period-authentic weapons, horseback riding, and stylized sepia-toned visuals.
Built for DirectX 9.0c and optionally DX10, the Chrome Engine delivers dynamic lighting, HDR effects, and physics-driven interactions.
I only have the GOG version of the game which will only run in DX10 (the DX9 executable seems to be missing).
Performance Notes:
A very similar and underwhelming result for both cards here, the 8600GT generally loses out to the Sapphire card on average framerate.
In a few instances the minimum frames are better with Nvidia, but there is no huge difference in reality.
Neither card would be a good pick to play this game on.

Crysis 64Bit

All you need to do to play DX10 Crysis is to run it on a 64bit operating system, the DX10 enabled version of the game begins.
Research suggests that everything needs to be switched onto ‘very high’ to get the actual DX10 experience though, posing something of a problem as the we saw these cards struggle, even at lower settings
Performance Notes:
At 800×600 with Very High settings, Crysis becomes a brutal stress test for both cards. The 8600GT delivers an average of 8 FPS, with 1% lows dipping to 5 FPS, resulting in frequent stutter and input lag during combat.
The HD2600XT, while also VRAM-bound, manages a slightly smoother ride with 13 FPS average and 7 FPS lows.
Both cards render the full DX10 feature set, soft shadows, volumetric fog and parallax occlusion

Just Cause 2

Just Cause 2 launched in March 2010, developed by Avalanche Studios using the Avalanche Engine 2.0. Set in the tropical nation of Panau, it’s an open-world action game starring Rico Rodriguez, whose grappling hook and parachute enable chaotic stunts and explosive sabotage.
The previous games were DirectX9 games with bits of DirectX 10 possible.
Just Cause 2 was built for DirectX 10, the game features vast draw distances, dynamic weather, and physics-driven destruction, pushing GPU limits with cinematic flair and sandbox freedom
Performance Notes:
In the Dark Tower benchmark, both cards deliver a surprisingly close race. At High settings, the HD2600XT edges ahead by a fraction, but the 8600GT flips the script at Medium, pulling slightly ahead with 19.92 FPS versus the HD2600XT’s 19.60. The margin of difference is negligible, suggesting both cards are operating at the edge of their fill rate and shader throughput limits.




Synthetic Benchmarks
The card was put through my usual suite of synthetic benchmarks with the following results:
3d Mark 2000



3d Mark 2001 SE




3d Mark 2003




3d Mark 2006




Unigine Sanctuary



3d Mark Vantage

The 3d mark version that was made for DX10 and Vista. I ran this on the Entry preset and disabled the CPU tests


| Nvidia GeForce 8600GT | Sapphire HD2600XT | Lenovo HD2600XT | |
| GPU Score | 8201 | 7900 | 7226 |
The results show a win for the 8600GT but with reasonably small margin, at least compared to some of the earlier tests in the suite.
Temperature & Power Usage


With fresh thermal paste this card tops out at 75% heat after a 10 minutes of running at full load, so definitely hotter than the HD2600XT tested before, with this also, even at this temperature the fan refused to increase in speed above 40%.
The case is reasonably well ventilated (though perhaps not to modern standards) with a 120mm case fan blowing in from the side panel over the GPU, another 120mm fan on the front and an 80mm exhaust fan.
Power draw is 172w at the plug, 2w higher than the HD2600XT which is rated 2w lower, nice when things are working as they should.
Summary and Conclusions
There we go then, the GeForce 8600GT, I think there’s enough evidence to declare this a reasonable choice for Direct X 9.0 games and earlier.
The card has been completely stable from the moment it was dropped in, all games run without issue, driver installation was no problem.
It doesn’t seem strong enough for later Direct X 10 titles however and I don’t think additional VRAM will solve all of the problems – though a 512Mb model would certainly help with some of them.
The card does run a little hot, though 75 degrees isn’t a huge issue, the fan not going above 40 percent is strange, I would definitely steer clear of passively cooled models if possible, but that’s generally good advice for any card of this era.
It is certainly the better option over the competing HD2600XT from Ati, beating it in the majority of benchmarks and where the Ati card steals a win, it’s never by a significant margin.
Prices are low, it requires no external power, it supports SLI, they look good – plenty of reasons to add one to your collection.

There are actually still a huge amount of articles out there covering different 8600GT models from when they released, just a few here:
https://www.trustedreviews.com/reviews/xfx-fatal1ty-8600-gt
https://www.overclockersclub.com/reviews/gbyte_86_gts_silent/
https://www.pcstats.com/articles/2146/index.html
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