Compare any two graphics cards:
GeForce 8600 GS (OEM) vs Radeon HD 5450
IntroThe GeForce 8600 GS (OEM) features a core clock frequency of 540 MHz and a DDR2 memory frequency of 400 MHz. It also features a 128-bit memory bus, and makes use of a 80 nm design. It features 32 SPUs, 16 Texture Address Units, and 8 ROPs.
Compare all of that to the Radeon HD 5450, which features core speeds of 650 MHz on the GPU, and 800 MHz on the 512 MB of DDR3 memory. It features 80(16x5) SPUs as well as 8 TAUs 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 bandwidth, so in theory they should have identical performance. (explain)
Texel RateThe GeForce 8600 GS (OEM) should be much (about 66%) faster with regards to 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 superior to the Radeon HD 5450, 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: Memory bandwidth is the max amount of information (counted in megabytes per second) that can be transferred past the external memory interface in one second. It is calculated by multiplying the card's interface width by its memory clock speed. In the case of DDR RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This is calculated by multiplying the total texture units by the core clock speed of the chip. The better this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly write to the local memory in one 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 - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.