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GeForce 9600 GT 512MB vs Radeon HD 6670 (OEM) 1GB

Intro

The GeForce 9600 GT 512MB makes use of a 65/55 nm design. nVidia has clocked the core speed at 650 MHz. The GDDR3 memory works at a speed of 900 MHz on this particular card. It features 64 SPUs as well as 32 Texture Address Units and 16 Rasterization Operator Units.

Compare those specs to the Radeon HD 6670 (OEM) 1GB, which has core clock speeds of 800 MHz on the GPU, and 1000 MHz on the 1024 MB of GDDR5 RAM. It features 480 SPUs along with 24 Texture Address Units and 8 Rasterization Operator Units.

Display Graphs

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(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon HD 6670 (OEM) 1GB 63 Watts
GeForce 9600 GT 512MB 95 Watts
Difference: 32 Watts (51%)

Memory Bandwidth

Theoretically speaking, the Radeon HD 6670 (OEM) 1GB is 11% quicker than the GeForce 9600 GT 512MB in general, due to its higher bandwidth. (explain)

Radeon HD 6670 (OEM) 1GB 64000 MB/sec
GeForce 9600 GT 512MB 57600 MB/sec
Difference: 6400 (11%)

Texel Rate

The GeForce 9600 GT 512MB will be just a bit (about 8%) faster with regards to texture filtering than the Radeon HD 6670 (OEM) 1GB. (explain)

GeForce 9600 GT 512MB 20800 Mtexels/sec
Radeon HD 6670 (OEM) 1GB 19200 Mtexels/sec
Difference: 1600 (8%)

Pixel Rate

If running with a high screen resolution is important to you, then the GeForce 9600 GT 512MB is superior to the Radeon HD 6670 (OEM) 1GB, by a large margin. (explain)

GeForce 9600 GT 512MB 10400 Mpixels/sec
Radeon HD 6670 (OEM) 1GB 6400 Mpixels/sec
Difference: 4000 (63%)

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.

Price Comparison

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GeForce 9600 GT 512MB

Amazon.com

Radeon HD 6670 (OEM) 1GB

Amazon.com

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.

Specifications

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Model GeForce 9600 GT 512MB Radeon HD 6670 (OEM) 1GB
Manufacturer nVidia AMD
Year Feb 2008 February 2011
Code Name G94a/b Turks
Fab Process 65/55 nm 40 nm
Bus PCIe x16 2.0 PCIe 2.1 x16
Memory 512 MB 1024 MB
Core Speed 650 MHz 800 MHz
Shader Speed 1625 MHz (N/A) MHz
Memory Speed 900 MHz (1800 MHz effective) 1000 MHz (4000 MHz effective)
Unified Shaders 64 480
Texture Mapping Units 32 24
Render Output Units 16 8
Bus Type GDDR3 GDDR5
Bus Width 256-bit 128-bit
DirectX Version DirectX 10 DirectX 11
OpenGL Version OpenGL 3.0 OpenGL 4.1
Power (Max TDP) 95 watts 63 watts
Shader Model 4.0 5.0
Bandwidth 57600 MB/sec 64000 MB/sec
Texel Rate 20800 Mtexels/sec 19200 Mtexels/sec
Pixel Rate 10400 Mpixels/sec 6400 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the maximum amount of data (in units of megabytes per second) that can be transported over the external memory interface in a second. It is calculated by multiplying the card's interface width by its memory clock speed. If the card has DDR RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, the faster 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 processed in one second. This number is calculated by multiplying the total amount of texture units of the card by the core speed of the chip. The better 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 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 calculated by multiplying the number of ROPs by the clock 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 rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.

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