Compare any two graphics cards:
GeForce 8600 GT 256MB DDR2 vs Radeon HD 5450
IntroThe GeForce 8600 GT 256MB DDR2 features core speeds of 540 MHz on the GPU, and 400 MHz on the 256 MB of DDR2 memory. It features 32 SPUs as well as 16 Texture Address Units and 8 ROPs.
Compare all of that to the Radeon HD 5450, which uses a 40 nm design. AMD has clocked the core frequency at 650 MHz. The DDR3 RAM is set to run at a speed of 800 MHz on this specific model. It features 80(16x5) SPUs along with 8 TAUs and 4 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Both cards have the exact same bandwidth, so theoretically they should have identical performance. (explain)
Texel RateThe GeForce 8600 GT 256MB DDR2 is quite a bit (about 66%) faster with regards to AF than the Radeon HD 5450. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce 8600 GT 256MB DDR2 is a better choice, and very much so. (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 (in units of megabytes per second) that can be moved over the external memory interface in a second. It is calculated by multiplying the card's bus width by its memory clock speed. If the card has DDR type RAM, it should 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, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied per second. This is worked out by multiplying the total number of texture units by the core clock speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.