Compare any two graphics cards:
GeForce 8600 GT 512MB DDR2 vs Radeon HD 5450
IntroThe GeForce 8600 GT 512MB DDR2 has a core clock speed of 540 MHz and a DDR2 memory frequency of 400 MHz. It also uses a 128-bit bus, and uses a 80 nm design. It features 32 SPUs, 16 Texture Address Units, and 8 ROPs.
Compare those specs to the Radeon HD 5450, which features GPU clock speed of 650 MHz, and 512 MB of DDR3 RAM set to run at 800 MHz through a 64-bit bus. It also is made up of 80(16x5) SPUs, 8 Texture Address Units, and 4 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Both cards have exactly the same memory bandwidth, so theoretically they should perform the same. (explain)
Texel RateThe GeForce 8600 GT 512MB DDR2 should be a lot (more or less 66%) more effective at AF than the Radeon HD 5450. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce 8600 GT 512MB DDR2 is superior to the Radeon HD 5450, 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: Bandwidth is the largest amount of information (in units of MB per second) that can be transferred past the external memory interface in one second. The number is calculated by multiplying the bus width by its memory clock speed. If the card has DDR memory, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR 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 number is worked out by multiplying the total texture units of the card by the core 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 per second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly record to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.