Compare any two graphics cards:
GeForce 9600 GT 1GB vs Radeon HD 4730
IntroThe GeForce 9600 GT 1GB features a GPU clock speed of 650 MHz, and the 1024 MB of GDDR3 memory runs at 900 MHz through a 256-bit bus. It also features 64 SPUs, 32 TAUs, and 16 Raster Operation Units.
Compare those specs to the Radeon HD 4730, which comes with GPU core speed of 700 MHz, and 512 MB of GDDR5 memory set to run at 900 MHz through a 128-bit bus. It also is made up of 640(128x5) SPUs, 32 Texture Address Units, and 8 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Both cards have exactly the same bandwidth, so theoretically they should perform exactly the same. (explain)
Texel RateThe Radeon HD 4730 should be a bit (approximately 8%) faster with regards to anisotropic filtering than the GeForce 9600 GT 1GB. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce 9600 GT 1GB is superior to the Radeon HD 4730, by far. (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: Memory bandwidth is the maximum amount of information (measured in MB per second) that can be moved across the external memory interface within a second. The number is worked out by multiplying the card's interface width by the speed of its memory. If it uses DDR type memory, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed in one second. This number is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The higher the texel rate, the better the graphics 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 number of pixels that the graphics chip can possibly record to its local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.