Compare any two graphics cards:
GeForce 8600 GT 512MB DDR2 vs Radeon HD 5450
IntroThe GeForce 8600 GT 512MB DDR2 features a clock frequency of 540 MHz and a DDR2 memory frequency of 400 MHz. It also makes use of a 128-bit memory bus, and makes use of a 80 nm design. It is made up of 32 SPUs, 16 Texture Address Units, and 8 ROPs.
Compare all that to the Radeon HD 5450, which comes with core clock speeds of 650 MHz on the GPU, and 800 MHz on the 512 MB of DDR3 memory. 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 bandwidth, so in theory they should perform exactly the same. (explain)
Texel RateThe GeForce 8600 GT 512MB DDR2 is a lot (approximately 66%) more effective at texture 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 FSAA than the Radeon HD 5450, and also able to handle higher screen 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.
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 largest amount of information (in units of megabytes per second) that can be transported over the external memory interface in a second. It is worked out by multiplying the card's bus width by its memory clock speed. If the card has DDR type memory, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better 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 applied per second. This number is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly record to its local memory in a second - measured in millions of pixels per second. The figure 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 filling the screen with pixels (the image). The actual pixel fill rate also depends on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.