Compare any two graphics cards:
GeForce 9600 GSO 512MB vs Radeon HD 4850 1GB
IntroThe GeForce 9600 GSO 512MB comes with clock speeds of 650 MHz on the GPU, and 900 MHz on the 512 MB of GDDR3 RAM. It features 96 SPUs along with 48 TAUs and 16 ROPs.Compare those specifications to the Radeon HD 4850 1GB, which uses a 55 nm design. ATi has set the core frequency at 625 MHz. The GDDR4 memory is set to run at a frequency of 993 MHz on this card. It features 800(160x5) SPUs along with 40 Texture Address Units and 16 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthIn theory, the Radeon HD 4850 1GB is 10% faster than the GeForce 9600 GSO 512MB in general, because of its higher data rate. (explain)
Texel RateThe GeForce 9600 GSO 512MB is quite a bit (approximately 25%) faster with regards to texture filtering than the Radeon HD 4850 1GB. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce 9600 GSO 512MB is superior to the Radeon HD 4850 1GB, but only just. (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: Bandwidth is the largest amount of data (measured in MB per second) that can be transported over the external memory interface in one second. It is calculated by multiplying the interface width by its memory speed. If it uses DDR type memory, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster 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 per second. This is worked out by multiplying the total number of texture units by the core clock speed of the chip. The better this number, the better the graphics 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 maximum amount of pixels that the graphics card could possibly record to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.
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