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 set the core speed at 550 MHz. The GDDR3 memory is set to run at a speed of 800 MHz on this card. It features 32 SPUs along with 16 Texture Address Units and 8 ROPs.
Compare those specifications to the Radeon HD 5450, which has 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 TAUs and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce 9500 GT 512MB GDDR3 is 100% quicker than the Radeon HD 5450 in general, because of its higher bandwidth. (explain)
Texel RateThe GeForce 9500 GT 512MB GDDR3 is a lot (approximately 69%) better at texture filtering than the Radeon HD 5450. (explain)
Pixel RateThe GeForce 9500 GT 512MB GDDR3 will be a lot (about 69%) more effective at AA than the Radeon HD 5450, and also should be able to handle higher screen resolutions without slowing down too much. (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 megabytes per second) that can be transferred over the external memory interface within a second. It's worked out by multiplying the card's interface width by the speed of its memory. If it uses DDR RAM, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and high 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 texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the video card will be at handling 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 that the graphics chip could possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Raster Operations Pipelines by the the core 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 bandwidth is, the lower the ability to reach the max fill rate.