Compare any two graphics cards:
GeForce 9600 GSO ASUS 512 vs Radeon R7 M360
IntroThe GeForce 9600 GSO ASUS 512 uses a 65 nm design. nVidia has set the core speed at 550 MHz. The DDR2 RAM works at a speed of 500 MHz on this specific card. It features 96 SPUs along with 48 TAUs and 12 Rasterization Operator Units.
Compare all that to the Radeon R7 M360, which features a clock frequency of 1125 MHz and a DDR3 memory speed of 1000 MHz. It also features a 64-bit memory bus, and uses a 28 nm design. It is made up of 384 SPUs, 24 TAUs, and 8 ROPs.
Power Usage and Theoretical Benchmarks
Both cards have the exact same bandwidth, so in theory they should have identical performance. (explain)
Texel RateThe Radeon R7 M360 is a little bit (about 2%) faster with regards to texture filtering than the GeForce 9600 GSO ASUS 512. (explain)
Pixel RateIf running with a high resolution is important to you, then the Radeon R7 M360 is the winner, by a large margin. (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 largest amount of information (in units of megabytes per second) that can be transported over the external memory interface within a second. The number is calculated by multiplying the card's interface width by the speed of its memory. If the card has DDR type RAM, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied in one second. This number 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 video card will be at 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 that the graphics card could possibly record to the local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Raster Operations Pipelines by the the card's 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 is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.