Compare any two graphics cards:
GeForce 8600 GT 512MB DDR2 vs Radeon HD 5450
IntroThe GeForce 8600 GT 512MB DDR2 has core speeds of 540 MHz on the GPU, and 400 MHz on the 512 MB of DDR2 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 set to run at 800 MHz through a 64-bit bus. It also is made up of 80(16x5) SPUs, 8 TAUs, and 4 ROPs.
(No game benchmarks for this combination yet.)
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 is much (more or less 66%) faster with regards to anisotropic filtering than the Radeon HD 5450. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the GeForce 8600 GT 512MB DDR2 is superior to the Radeon HD 5450, by a large margin. (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 information (measured in megabytes per second) that can be moved past the external memory interface within a second. It's worked out by multiplying the bus width by its memory clock speed. If it uses DDR memory, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the faster 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 applied per second. This number is worked out by multiplying the total number of texture units by the core clock speed of the chip. The better this number, the better the 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 write to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called 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, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.