Compare any two graphics cards:
GeForce 8600 GT 512MB DDR2 vs Radeon HD 5450
IntroThe GeForce 8600 GT 512MB DDR2 has clock speeds of 540 MHz on the GPU, and 400 MHz on the 512 MB of DDR2 RAM. It features 32 SPUs along with 16 Texture Address Units and 8 ROPs.
Compare all that to the Radeon HD 5450, which features a clock frequency of 650 MHz and a DDR3 memory frequency of 800 MHz. It also makes use of a 64-bit bus, and uses a 40 nm design. It features 80(16x5) SPUs, 8 TAUs, and 4 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Both cards have the exact same memory bandwidth, so in theory they should have the same performance. (explain)
Texel RateThe GeForce 8600 GT 512MB DDR2 will be a lot (approximately 66%) more effective at anisotropic filtering than the Radeon HD 5450. (explain)
Pixel RateThe GeForce 8600 GT 512MB DDR2 will be much (more or less 66%) faster with regards to anti-aliasing than the Radeon HD 5450, and also able to handle higher resolutions more effectively. (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 max amount of data (in units of megabytes per second) that can be moved across the external memory interface in one second. It is worked out by multiplying the card's bus width by the speed of its memory. If it uses DDR type memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This number is calculated by multiplying the total amount of texture units of the card by the core speed of the chip. The higher this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly write to its local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Render Output Units 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 rate is also dependant on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.