Compare any two graphics cards:
GeForce 9600 GSO 768MB vs Radeon R7 M265
IntroThe GeForce 9600 GSO 768MB has core clock speeds of 550 MHz on the GPU, and 800 MHz on the 768 MB of GDDR3 RAM. It features 96 SPUs as well as 48 Texture Address Units and 12 Rasterization Operator Units.
Compare those specs to the Radeon R7 M265, which has 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 made up of 384 Stream Processors, 24 TAUs, and 8 Raster Operation Units.
Power Usage and Theoretical Benchmarks
In theory, the GeForce 9600 GSO 768MB should be a bit faster than the Radeon R7 M265 in general. (explain)
Texel RateThe GeForce 9600 GSO 768MB is quite a bit (about 52%) better at anisotropic filtering than the Radeon R7 M265. (explain)
Pixel RateThe GeForce 9600 GSO 768MB is a little bit (approximately 14%) more effective at full screen anti-aliasing than the Radeon R7 M265, and should be capable of handling higher resolutions without losing too much performance. (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 information (counted in MB per second) that can be transported past the external memory interface within a second. It is calculated by multiplying the card's interface width by its memory speed. If it uses DDR type RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum 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 speed of the chip. The better the texel rate, 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 that the graphics chip can possibly record to its local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Raster Operations Pipelines by the the card's clock speed. 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 quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.