Compare any two graphics cards:
GeForce 9500 GT 512MB GDDR3 vs Radeon HD 5450
IntroThe GeForce 9500 GT 512MB GDDR3 makes use of a 55 nm design. nVidia has clocked the core speed at 550 MHz. The GDDR3 RAM runs at a speed of 800 MHz on this card. It features 32 SPUs as well as 16 Texture Address Units and 8 ROPs.
Compare those specifications to the Radeon HD 5450, which uses a 40 nm design. AMD has clocked the core frequency at 650 MHz. The DDR3 memory works at a frequency of 800 MHz on this specific model. It features 80(16x5) SPUs as well as 8 TAUs and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce 9500 GT 512MB GDDR3, in theory, should perform a lot faster than the Radeon HD 5450 overall. (explain)
Texel RateThe GeForce 9500 GT 512MB GDDR3 is a lot (approximately 69%) faster with regards to texture filtering than the Radeon HD 5450. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce 9500 GT 512MB GDDR3 is the winner, 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 (measured in MB per second) that can be transferred across the external memory interface in a second. It's calculated by multiplying the card's interface width by the speed of its memory. In the case of DDR type memory, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the better 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 can be applied in one second. This figure is worked out by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly write to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. 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 reach the maximum fill rate.