Compare any two graphics cards:
GeForce 8600 GT 512MB DDR2 vs Radeon HD 5450
IntroThe GeForce 8600 GT 512MB DDR2 comes with core clock 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 ROPs.
Compare those specs to the Radeon HD 5450, which features GPU clock speed of 650 MHz, and 512 MB of DDR3 memory running at 800 MHz through a 64-bit bus. It also features 80(16x5) Stream Processors, 8 TAUs, and 4 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Both cards have exactly the same memory bandwidth, so in theory they should have identical performance. (explain)
Texel RateThe GeForce 8600 GT 512MB DDR2 will be quite a bit (more or less 66%) faster with regards to anisotropic filtering than the Radeon HD 5450. (explain)
Pixel RateThe GeForce 8600 GT 512MB DDR2 will be much (about 66%) better at anti-aliasing than the Radeon HD 5450, and should be able to handle higher screen 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 information (measured in MB per second) that can be moved across the external memory interface within a second. It's worked out by multiplying the card's interface width by its memory clock speed. If it uses DDR type RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed in one second. This number is worked out by multiplying the total number of texture units by the core clock 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 video card can possibly write to its local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.