Compare any two graphics cards:
GeForce 8600 GS (OEM) vs Radeon HD 5450
IntroThe GeForce 8600 GS (OEM) features a GPU core clock speed of 540 MHz, and the 256 MB of DDR2 memory runs at 400 MHz through a 128-bit bus. It also is made up of 32 SPUs, 16 TAUs, and 8 ROPs.
Compare those specifications to the Radeon HD 5450, which has a clock frequency of 650 MHz and a DDR3 memory speed of 800 MHz. It also features a 64-bit memory bus, and uses a 40 nm design. It is comprised of 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 the exact same memory bandwidth, so theoretically they should perform the same. (explain)
Texel RateThe GeForce 8600 GS (OEM) is a lot (about 66%) more effective at texture filtering than the Radeon HD 5450. (explain)
Pixel RateThe GeForce 8600 GS (OEM) should be much (about 66%) better at FSAA than the Radeon HD 5450, and also will be able to handle 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 largest amount of data (counted in megabytes per second) that can be moved over the external memory interface in one second. It is worked out by multiplying the card's bus width by the speed of its memory. 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 bandwidth is, the faster 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 number of texture units by the core speed of the chip. The higher this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a 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 number is calculated by multiplying the amount of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as 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, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.