Compare any two graphics cards:
GeForce 8600 GS (OEM) vs Radeon HD 5450
IntroThe GeForce 8600 GS (OEM) features core clock speeds of 540 MHz on the GPU, and 400 MHz on the 256 MB of DDR2 memory. It features 32 SPUs along with 16 Texture Address Units and 8 Rasterization Operator Units.
Compare those specifications to the Radeon HD 5450, which comes with a core clock speed of 650 MHz and a DDR3 memory frequency of 800 MHz. It also features a 64-bit bus, and uses a 40 nm design. It is comprised of 80(16x5) SPUs, 8 Texture Address Units, and 4 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Both cards have exactly the same memory bandwidth, so in theory they should perform the same. (explain)
Texel RateThe GeForce 8600 GS (OEM) will be much (approximately 66%) more effective at anisotropic filtering than the Radeon HD 5450. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce 8600 GS (OEM) is a better choice, 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 max amount of data (in units of megabytes per second) that can be transported over the external memory interface in a second. It's worked out by multiplying the bus width by its memory speed. In the case of DDR type memory, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, 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 applied in one second. This figure is worked out by multiplying the total number of texture units of the card by the core clock speed of the chip. The better the texel rate, the better the card will be at 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 card can possibly write to its local memory in one second - measured in millions of pixels per second. The figure 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 filling the screen with pixels (the image). The actual pixel rate is also dependant on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.