Compare any two graphics cards:
GeForce 9600 GT 512MB vs Radeon HD 4850 2GB
IntroThe GeForce 9600 GT 512MB features core speeds of 650 MHz on the GPU, and 900 MHz on the 512 MB of GDDR3 memory. It features 64 SPUs along with 32 Texture Address Units and 16 Rasterization Operator Units.Compare those specifications to the Radeon HD 4850 2GB, which features a clock speed of 625 MHz and a GDDR4 memory frequency of 993 MHz. It also uses a 256-bit memory bus, and makes use of a 55 nm design. It is made up of 800(160x5) SPUs, 40 Texture Address Units, and 16 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthAs far as performance goes, the Radeon HD 4850 2GB should in theory be just a bit better than the GeForce 9600 GT 512MB in general. (explain)
Texel RateThe Radeon HD 4850 2GB is a bit (about 20%) better at anisotropic filtering than the GeForce 9600 GT 512MB. (explain)
Pixel RateThe GeForce 9600 GT 512MB should be a bit (about 4%) more effective at FSAA than the Radeon HD 4850 2GB, and capable of handling higher screen resolutions better. (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 maximum amount of data (in units of MB per second) that can be transported past the external memory interface in a second. It's calculated by multiplying the card's bus width by its memory clock speed. In the case of DDR type RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and high 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 texture units of the card by the core 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 one second. Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly write to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.
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