Compare any two graphics cards:
GeForce 9600 GT 512MB vs Radeon HD 5670
IntroThe GeForce 9600 GT 512MB has a GPU clock speed of 650 MHz, and the 512 MB of GDDR3 RAM runs at 900 MHz through a 256-bit bus. It also features 64 SPUs, 32 TAUs, and 16 ROPs.Compare that to the Radeon HD 5670, which makes use of a 40 nm design. ATi has set the core frequency at 775 MHz. The GDDR5 RAM runs at a speed of 1000 MHz on this card. It features 400(80x5) SPUs as well as 20 TAUs and 8 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthIn theory, the Radeon HD 5670 should be a little bit faster than the GeForce 9600 GT 512MB in general. (explain)
Texel RateThe GeForce 9600 GT 512MB should be much (approximately 34%) faster with regards to AF than the Radeon HD 5670. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce 9600 GT 512MB is superior to the Radeon HD 5670, 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. Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Specifications
Memory Bandwidth: Memory bandwidth is the largest amount of information (measured in megabytes 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 its memory speed. If it uses DDR memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions. Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied in one second. This number is calculated by multiplying the total texture units by the core speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second. Pixel Rate: Pixel rate is the maximum number of pixels the graphics card could possibly write to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on many other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.
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