Compare any two graphics cards:
GeForce 9500 GT 512MB GDDR3 vs Radeon HD 5450
IntroThe GeForce 9500 GT 512MB GDDR3 features a clock frequency of 550 MHz and a GDDR3 memory frequency of 800 MHz. It also features a 128-bit bus, and makes use of a 55 nm design. It features 32 SPUs, 16 TAUs, and 8 Raster Operation Units.
Compare that to the Radeon HD 5450, which has a clock speed of 650 MHz and a DDR3 memory speed of 800 MHz. It also features a 64-bit memory bus, and uses a 40 nm design. It features 80(16x5) SPUs, 8 Texture Address Units, and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce 9500 GT 512MB GDDR3 should theoretically be quite a bit superior to the Radeon HD 5450 overall. (explain)
Texel RateThe GeForce 9500 GT 512MB GDDR3 will be quite a bit (approximately 69%) better at 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 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: Memory bandwidth is the maximum amount of data (measured in MB per second) that can be moved across the external memory interface in a second. It is worked out by multiplying the card's bus width by its memory speed. If the card has DDR RAM, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed in one second. This figure is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The better this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card could possibly record to its local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.