Compare any two graphics cards:
GeForce 9600 GSO 1.5GB vs GeForce GTX 1650
IntroThe GeForce 9600 GSO 1.5GB has core clock speeds of 550 MHz on the GPU, and 800 MHz on the 1536 MB of GDDR3 RAM. It features 96 SPUs along with 48 TAUs and 12 Rasterization Operator Units.
Compare all of that to the GeForce GTX 1650, which comes with a core clock frequency of 1485 MHz and a GDDR5 memory frequency of 8000 MHz. It also features a 128-bit bus, and uses a 12 nm design. It is comprised of 896 SPUs, 56 Texture Address Units, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 1650 should theoretically perform quite a bit faster than the GeForce 9600 GSO 1.5GB overall. (explain)
Texel RateThe GeForce GTX 1650 is much (about 215%) faster with regards to texture filtering than the GeForce 9600 GSO 1.5GB. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTX 1650 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 data (measured in MB per second) that can be transported across the external memory interface in a second. It is calculated by multiplying the card's bus width by the speed of its memory. If the card has DDR RAM, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher 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 in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly record to the local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the number of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.