Compare any two graphics cards:
GeForce 9600 GT 1GB vs Radeon HD 5770
IntroThe GeForce 9600 GT 1GB comes with a GPU core speed of 650 MHz, and the 1024 MB of GDDR3 memory runs at 900 MHz through a 256-bit bus. It also is made up of 64 SPUs, 32 TAUs, and 16 Raster Operation Units.
Compare that to the Radeon HD 5770, which makes use of a 40 nm design. AMD has set the core speed at 850 MHz. The GDDR5 RAM works at a frequency of 1200 MHz on this specific card. It features 800(160x5) SPUs as well as 40 Texture Address Units and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Radeon HD 5770 should perform a lot faster than the GeForce 9600 GT 1GB in general. (explain)
Texel RateThe Radeon HD 5770 is much (about 63%) better at anisotropic filtering than the GeForce 9600 GT 1GB. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Radeon HD 5770 is superior to the GeForce 9600 GT 1GB, and very much so. (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 maximum amount of data (measured in megabytes per second) that can be transferred past the external memory interface in a second. It is worked out by multiplying the card's interface width by the speed of its memory. In the case of DDR RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied per second. This number is worked out by multiplying the total texture units of the card by the core clock speed of the chip. The higher this number, 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 the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.