Compare any two graphics cards:
GeForce 8600 GT 256MB DDR2 vs Radeon HD 5450
IntroThe GeForce 8600 GT 256MB DDR2 has core clock 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 that to the Radeon HD 5450, which has GPU core speed of 650 MHz, and 512 MB of DDR3 memory set to run at 800 MHz through a 64-bit bus. It also features 80(16x5) SPUs, 8 Texture Address Units, and 4 ROPs.
(No game benchmarks for this combination yet.)
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 8600 GT 256MB DDR2 will be a lot (more or less 66%) better at texture filtering than the Radeon HD 5450. (explain)
Pixel RateThe GeForce 8600 GT 256MB DDR2 should be much (more or less 66%) more effective at FSAA than the Radeon HD 5450, and will be capable of handling 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: Bandwidth is the max amount of data (measured in megabytes per second) that can be moved over the external memory interface in one second. It is worked out by multiplying the bus width by the speed of its memory. If the card has DDR memory, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the 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 texture map elements (texels) that are processed in one second. This figure is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The higher this number, 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 number of pixels that the graphics chip can possibly record to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on quite a few other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.