Compare any two graphics cards:
GeForce 9800 GTX vs Radeon HD 5550
IntroThe GeForce 9800 GTX comes with a core clock speed of 675 MHz and a GDDR3 memory speed of 1100 MHz. It also makes use of a 256-bit memory bus, and makes use of a 65 nm design. It features 128 SPUs, 64 Texture Address Units, and 16 ROPs.
Compare those specs to the Radeon HD 5550, which has GPU clock speed of 550 MHz, and 512 MB of DDR2 memory set to run at 400 MHz through a 128-bit bus. It also features 320(64x5) SPUs, 16 TAUs, and 8 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Theoretically, the GeForce 9800 GTX should perform much faster than the Radeon HD 5550 in general. (explain)
Texel RateThe GeForce 9800 GTX should be quite a bit (more or less 391%) more effective at anisotropic filtering than the Radeon HD 5550. (explain)
Pixel RateThe GeForce 9800 GTX should be quite a bit (more or less 145%) better at FSAA than the Radeon HD 5550, and also should be able to handle higher screen resolutions without slowing down too much. (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 data (counted in megabytes per second) that can be transported across the external memory interface in one second. The number is worked out by multiplying the interface width by the speed of its memory. If it uses DDR memory, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the better 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 amount of texture map elements (texels) that are processed in one second. This figure is calculated by multiplying the total amount of texture units of the card by the core clock 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 processed in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly record to the local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on lots of other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.