Compare any two graphics cards:
GeForce 9600 GSO 512MB vs GeForce 9600 GT 512MB
IntroThe GeForce 9600 GSO 512MB has clock speeds of 650 MHz on the GPU, and 900 MHz on the 512 MB of GDDR3 RAM. It features 96 SPUs along with 48 TAUs and 16 Rasterization Operator Units.
Compare all of that to the GeForce 9600 GT 512MB, which makes use of a 65/55 nm design. nVidia has set the core speed at 650 MHz. The GDDR3 RAM is set to run at a frequency of 900 MHz on this model. It features 64 SPUs as well as 32 Texture Address Units and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Both cards have exactly the same memory bandwidth, so in theory they should perform exactly the same. (explain)
Texel RateThe GeForce 9600 GSO 512MB should be much (about 50%) faster with regards to AF than the GeForce 9600 GT 512MB. (explain)
Pixel RateBoth cards have exactly the same pixel rate, so in theory they should be equally good at at AA, and be able to handle the same screen resolutions. (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 max amount of information (in units of megabytes per second) that can be moved across the external memory interface in one second. The number is calculated by multiplying the card's bus width by its memory clock speed. In the case of DDR type memory, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, 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 number is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly record to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant 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.