Compare any two graphics cards:
GeForce 9600 GSO 512MB vs Radeon HD 4850 512MB
IntroThe GeForce 9600 GSO 512MB uses a 65/55 nm design. nVidia has set the core speed at 650 MHz. The GDDR3 RAM works at a speed of 900 MHz on this specific card. It features 96 SPUs along with 48 Texture Address Units and 16 ROPs.Compare those specifications to the Radeon HD 4850 512MB, which features core clock speeds of 625 MHz on the GPU, and 993 MHz on the 512 MB of GDDR3 memory. It features 800(160x5) SPUs as well as 40 TAUs and 16 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthPerformance-wise, the Radeon HD 4850 512MB should theoretically be a small bit superior to the GeForce 9600 GSO 512MB in general. (explain)
Texel RateThe GeForce 9600 GSO 512MB is a lot (about 25%) more effective at texture filtering than the Radeon HD 4850 512MB. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce 9600 GSO 512MB is superior to the Radeon HD 4850 512MB, but it probably won't make a huge difference. (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 max amount of data (in units of megabytes per second) that can be transported past the external memory interface in one second. It is worked out by multiplying the interface width by the speed of its memory. In the case of DDR memory, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, 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 can be processed in one second. This is calculated by multiplying the total number of texture units of the card by the core speed of the chip. The better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second. Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card can possibly record to its local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - aka 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 - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.
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