Compare any two graphics cards:
GeForce 8600 GT 512MB DDR2 vs Radeon HD 5450
IntroThe GeForce 8600 GT 512MB DDR2 has a clock speed of 540 MHz and a DDR2 memory frequency of 400 MHz. It also features a 128-bit bus, and makes use of a 80 nm design. It features 32 SPUs, 16 Texture Address Units, and 8 ROPs.
Compare that to the Radeon HD 5450, which uses a 40 nm design. ATi has clocked the core frequency at 650 MHz. The DDR3 memory works at a speed of 800 MHz on this model. It features 80(16x5) SPUs along with 8 Texture Address Units and 4 Rasterization Operator Units.
(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 in theory they should perform the same. (explain)
Texel RateThe GeForce 8600 GT 512MB DDR2 will be much (approximately 66%) more effective at texture filtering than the Radeon HD 5450. (explain)
Pixel RateThe GeForce 8600 GT 512MB DDR2 should be a lot (approximately 66%) better at AA than the Radeon HD 5450, and will be capable of handling higher 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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Bandwidth is the largest amount of information (in units of megabytes per second) that can be transported across the external memory interface within a second. It is worked out by multiplying the interface width by the speed of its memory. In the case of DDR type memory, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the card's 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 number of texture map elements (texels) that can be applied per second. This number is worked out by multiplying the total amount of texture units of the card by the core clock speed of the chip. The better this number, the better the video card will be at 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 can possibly write to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the number of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate is also dependant on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.