Compare any two graphics cards:
GeForce 9800 GTX vs Radeon HD 5550
IntroThe GeForce 9800 GTX features core clock speeds of 675 MHz on the GPU, and 1100 MHz on the 512 MB of GDDR3 memory. It features 128 SPUs as well as 64 Texture Address Units and 16 ROPs.
Compare those specs to the Radeon HD 5550, which has a clock frequency of 550 MHz and a DDR2 memory frequency of 400 MHz. It also uses a 128-bit memory bus, and makes use of a 40 nm design. It is comprised of 320(64x5) SPUs, 16 Texture Address Units, and 8 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Theoretically speaking, the GeForce 9800 GTX should perform a lot faster than the Radeon HD 5550 in general. (explain)
Texel RateThe GeForce 9800 GTX should be a lot (approximately 391%) faster with regards to texture filtering than the Radeon HD 5550. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce 9800 GTX is the winner, 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 largest amount of data (counted in megabytes per second) that can be transferred past the external memory interface in one second. It is worked out by multiplying the card's bus width by its memory clock speed. If it uses DDR type RAM, it must be multiplied by 2 once 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 processed in one second. This figure is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The better the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip can possibly write to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called 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 potential to get to the maximum fill rate.