Join Us On Facebook

Compare any two graphics cards:
VS

GeForce 9600 GT 1GB vs Radeon HD 5670

Intro

The GeForce 9600 GT 1GB makes use of a 65/55 nm design. nVidia has clocked the core frequency at 650 MHz. The GDDR3 memory is set to run at a frequency of 900 MHz on this particular model. It features 64 SPUs along with 32 Texture Address Units and 16 Rasterization Operator Units.

Compare those specifications to the Radeon HD 5670, which makes use of a 40 nm design. ATi has clocked the core speed at 775 MHz. The GDDR5 RAM runs at a frequency of 1000 MHz on this specific model. It features 400(80x5) SPUs as well as 20 TAUs and 8 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon HD 5670 61 Watts
GeForce 9600 GT 1GB 95 Watts
Difference: 34 Watts (56%)

Memory Bandwidth

As far as performance goes, the Radeon HD 5670 should in theory be a small bit superior to the GeForce 9600 GT 1GB in general. (explain)

Radeon HD 5670 64000 MB/sec
GeForce 9600 GT 1GB 57600 MB/sec
Difference: 6400 (11%)

Texel Rate

The GeForce 9600 GT 1GB should be a lot (approximately 34%) faster with regards to anisotropic filtering than the Radeon HD 5670. (explain)

GeForce 9600 GT 1GB 20800 Mtexels/sec
Radeon HD 5670 15500 Mtexels/sec
Difference: 5300 (34%)

Pixel Rate

The GeForce 9600 GT 1GB should be a lot (more or less 68%) more effective at full screen anti-aliasing than the Radeon HD 5670, and also able to handle higher resolutions without losing too much performance. (explain)

GeForce 9600 GT 1GB 10400 Mpixels/sec
Radeon HD 5670 6200 Mpixels/sec
Difference: 4200 (68%)

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

Please 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.

GeForce 9600 GT 1GB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Radeon HD 5670

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce 9600 GT 1GB Radeon HD 5670
Manufacturer nVidia ATi
Year Feb 2008 January 14, 2010
Code Name G94a/b Redwood XT
Fab Process 65/55 nm 40 nm
Bus PCIe x16 2.0 PCIe 2.1 x16
Memory 1024 MB 1024 MB
Core Speed 650 MHz 775 MHz
Shader Speed 1625 MHz (N/A) MHz
Memory Speed 900 MHz 1000 MHz
Unified Shaders 64 400(80x5)
Texture Mapping Units 32 20
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 3.2
Power (Max TDP) 95 watts 61 watts
Shader Model 4.0 5.0
Bandwidth 57600 MB/sec 64000 MB/sec
Texel Rate 20800 Mtexels/sec 15500 Mtexels/sec
Pixel Rate 10400 Mpixels/sec 6200 Mpixels/sec

Memory Bandwidth: Bandwidth is the largest amount of data (measured in MB per second) that can be transported past the external memory interface in a second. It is calculated by multiplying the card's interface width by the speed of its memory. If it uses DDR RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.

Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied in one second. This number is worked out by multiplying the total number of texture units of the card 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 per second.

Pixel Rate: Pixel rate is the most pixels the graphics card can possibly record to the local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the number of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.

Facebook Activity

Comments

Be the first to leave a comment!

Your email address will not be published.


You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>

Spam Protection by WP-SpamFree