Compare any two graphics cards:
GeForce 9500 GT 512MB GDDR3 vs Radeon HD 5450
IntroThe GeForce 9500 GT 512MB GDDR3 comes with core clock speeds of 550 MHz on the GPU, and 800 MHz on the 512 MB of GDDR3 RAM. It features 32 SPUs as well as 16 TAUs and 8 Rasterization Operator Units.
Compare those specifications to the Radeon HD 5450, which comes with GPU core speed of 650 MHz, and 512 MB of DDR3 memory running at 800 MHz through a 64-bit bus. It also features 80(16x5) SPUs, 8 TAUs, and 4 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce 9500 GT 512MB GDDR3 should be quite a bit faster than the Radeon HD 5450 in general. (explain)
Texel RateThe GeForce 9500 GT 512MB GDDR3 should be a lot (about 69%) more effective at AF than the Radeon HD 5450. (explain)
Pixel RateThe GeForce 9500 GT 512MB GDDR3 will be much (more or less 69%) faster with regards to FSAA than the Radeon HD 5450, and also should be capable of handling higher screen resolutions while still performing well. (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 maximum amount of data (in units of MB per second) that can be transported past the external memory interface in a second. It's calculated by multiplying the interface width by its memory clock speed. If it uses DDR type RAM, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, 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 in one second. This figure is worked out by multiplying the total number of texture units by the core clock speed of the chip. The higher this number, the better the graphics card will be at handling 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 that the graphics card can possibly record to its local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on quite a few other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the max fill rate.