Compare any two graphics cards:
GeForce 8600 GS (OEM) vs Radeon HD 5450
IntroThe GeForce 8600 GS (OEM) comes with a GPU core clock speed of 540 MHz, and the 256 MB of DDR2 RAM runs at 400 MHz through a 128-bit bus. It also features 32 SPUs, 16 Texture Address Units, and 8 ROPs.
Compare all that to the Radeon HD 5450, which has core clock 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 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 bandwidth, so theoretically they should have the same performance. (explain)
Texel RateThe GeForce 8600 GS (OEM) should be much (approximately 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, and very much so. (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 information (measured in MB per second) that can be transported across the external memory interface in one second. It's worked out by multiplying the bus width by the speed of its memory. In the case of DDR memory, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed per second. This is calculated by multiplying the total amount of texture units by the core 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 in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.