Compare any two graphics cards:
GeForce 8600 GS (OEM) vs Radeon HD 5450
IntroThe GeForce 8600 GS (OEM) comes with 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 TAUs and 8 Rasterization Operator Units.
Compare those specifications to the Radeon HD 5450, which has a GPU core clock speed of 650 MHz, and 512 MB of DDR3 memory running at 800 MHz through a 64-bit bus. It also is made up of 80(16x5) SPUs, 8 TAUs, and 4 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Both cards have exactly the same memory bandwidth, so theoretically they should have the same performance. (explain)
Texel RateThe GeForce 8600 GS (OEM) is a lot (more or less 66%) better at anisotropic filtering than the Radeon HD 5450. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce 8600 GS (OEM) is a better choice, by far. (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 transferred past the external memory interface in a second. It's worked out by multiplying the interface width by its memory clock speed. In the case of DDR memory, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster 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 amount of texture map elements (texels) that can be processed per second. This is worked out by multiplying the total amount of texture units of the card by the core speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly record to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.