Compare any two graphics cards:
GeForce 9500 GT 512MB GDDR3 vs Radeon HD 5450
IntroThe GeForce 9500 GT 512MB GDDR3 features core clock speeds of 550 MHz on the GPU, and 800 MHz on the 512 MB of GDDR3 memory. It features 32 SPUs along with 16 Texture Address Units and 8 ROPs.
Compare those specifications to the Radeon HD 5450, which has a core clock frequency of 650 MHz and a DDR3 memory frequency of 800 MHz. It also makes use of a 64-bit bus, and makes use of a 40 nm design. It features 80(16x5) SPUs, 8 TAUs, and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce 9500 GT 512MB GDDR3 should perform much faster than the Radeon HD 5450 overall. (explain)
Texel RateThe GeForce 9500 GT 512MB GDDR3 is a lot (more or less 69%) faster with regards to texture filtering than the Radeon HD 5450. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce 9500 GT 512MB GDDR3 is superior to the Radeon HD 5450, 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 max amount of data (counted in megabytes per second) that can be moved past the external memory interface within a second. It is worked out by multiplying the card's interface width by its memory speed. If it uses DDR memory, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster 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 number is calculated by multiplying the total amount 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 processed in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly record to its local memory per 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 - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.