Here's a response to a question about graphics card performance I answered on the OpenGL message board.

Q: If I draw 1000 polygons per frame, what frame rates should I get on card X? Is it better than card Y?

A: If you draw 1000 polygons, and they all fill large parts of the screen (perhaps with blending, even) then no card will be able to do that at any appreciable speed.

If you draw 1000 polygons, and you have depth test/write turned off, and they're all opaque and cover only a single pixel, your frame rate should be limited by things like just getting the data to the card, rather than the number of polygons.

In brief, here are descriptions of some different bottlenecks:

These are all factors in how "fast" a graphics card performs. Different applications excercise these bottlenecks differently, and may thus come to different results on the same hardware. Also, there's a whole level of higher-level performance factors, such as whether you're using fog or not, whether you're using specular lighting or not, how many lights you're using, whether you're using the depth buffer, stencil buffer, destination alpha, single-texturing, multi-texturing, or multi-pass rendering, ...

Remember: if you think you need to optimize, PROFILE FIRST and then fix the bottlenecks, as indicated by profile. If you're fill rate limited, optimizing vertex transfer is going to give you only marginal benefits. Always measure before- and after- results. If you don't make progress, you may wish to back out the change, and try something else. If you don't know how to profile, then you should learn; it's the second most important skill for a good software developer (the most important skill is how to debug programs).