Compare any two graphics cards:
GeForce 9600 GSO 384MB vs Radeon R7 M265
IntroThe GeForce 9600 GSO 384MB features core clock speeds of 550 MHz on the GPU, and 800 MHz on the 384 MB of GDDR3 memory. It features 96 SPUs along with 48 Texture Address Units and 12 ROPs.
Compare those specifications to the Radeon R7 M265, which features GPU core speed of 725 MHz, and 2048 MB of DDR3 RAM set to run at 1000 MHz through a 128-bit bus. It also is comprised of 384 Stream Processors, 24 TAUs, and 8 Raster Operation Units.
Power Usage and Theoretical Benchmarks
The GeForce 9600 GSO 384MB should in theory be a little bit faster than the Radeon R7 M265 in general. (explain)
Texel RateThe GeForce 9600 GSO 384MB should be much (about 52%) better at texture filtering than the Radeon R7 M265. (explain)
Pixel RateThe GeForce 9600 GSO 384MB will be a little bit (approximately 14%) more effective at FSAA than the Radeon R7 M265, and should be able to handle higher resolutions more effectively. (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: Bandwidth is the maximum amount of data (counted in megabytes per second) that can be transported past the external memory interface in one second. It is calculated by multiplying the card's bus width by its memory speed. If the card has DDR memory, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the better 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 can be processed per second. This figure is calculated by multiplying the total number of texture units by the core clock speed of the chip. The better this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly write to its local memory per second - measured in millions of pixels per second. The figure 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 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.