Compare any two graphics cards:
GeForce 9600 GSO 768MB vs Radeon RX 470 4GB
IntroThe GeForce 9600 GSO 768MB features clock speeds of 550 MHz on the GPU, and 800 MHz on the 768 MB of GDDR3 RAM. It features 96 SPUs along with 48 TAUs and 12 ROPs.
Compare those specifications to the Radeon RX 470 4GB, which features a clock frequency of 926 MHz and a GDDR5 memory speed of 1650 MHz. It also uses a 256-bit bus, and uses a 14 nm design. It features 2048 SPUs, 128 TAUs, and 32 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the Radeon RX 470 4GB should theoretically be much superior to the GeForce 9600 GSO 768MB in general. (explain)
Texel RateThe Radeon RX 470 4GB will be quite a bit (about 349%) better at anisotropic filtering than the GeForce 9600 GSO 768MB. (explain)
Pixel RateIf using a high resolution is important to you, then the Radeon RX 470 4GB 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 maximum amount of information (in units of MB per second) that can be transported over the external memory interface within a second. The number is worked out by multiplying the bus width by the speed of its memory. In the case of DDR RAM, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed per 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 card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip can possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.