Compare any two graphics cards:
GeForce 8600 GT 512MB DDR2 vs Radeon HD 5450
IntroThe GeForce 8600 GT 512MB DDR2 uses a 80 nm design. nVidia has set the core frequency at 540 MHz. The DDR2 memory runs at a frequency of 400 MHz on this card. It features 32 SPUs along with 16 Texture Address Units and 8 ROPs.
Compare all that to the Radeon HD 5450, which features a core clock frequency of 650 MHz and a DDR3 memory speed of 800 MHz. It also makes use of a 64-bit memory bus, and uses a 40 nm design. It is comprised of 80(16x5) SPUs, 8 TAUs, and 4 Raster Operation Units.
(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 perform the same. (explain)
Texel RateThe GeForce 8600 GT 512MB DDR2 is a lot (about 66%) more effective at texture filtering than the Radeon HD 5450. (explain)
Pixel RateThe GeForce 8600 GT 512MB DDR2 will be quite a bit (about 66%) better at FSAA than the Radeon HD 5450, and also 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 maximum amount of information (in units of MB per second) that can be transferred over the external memory interface in one second. It is calculated by multiplying the interface width by its memory clock speed. If the card has DDR type memory, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the better 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 per second. This number is worked out by multiplying the total texture units by the core speed of the chip. The higher this number, the better the graphics 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 most pixels the graphics card can possibly record to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the amount of 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 fill rate is also dependant on quite a few other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the max fill rate.