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GeForce 9600 GT 1GB vs Radeon HD 6950

Intro

The GeForce 9600 GT 1GB comes with a clock frequency of 650 MHz and a GDDR3 memory frequency of 900 MHz. It also features a 256-bit bus, and uses a 65/55 nm design. It is made up of 64 SPUs, 32 TAUs, and 16 ROPs.

Compare all that to the Radeon HD 6950, which uses a 40 nm design. AMD has clocked the core speed at 800 MHz. The GDDR5 RAM is set to run at a speed of 1250 MHz on this particular card. It features 1408 SPUs as well as 88 TAUs and 32 Rasterization Operator Units.

Display Graphs

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(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce 9600 GT 1GB 95 Watts
Radeon HD 6950 200 Watts
Difference: 105 Watts (111%)

Memory Bandwidth

In theory, the Radeon HD 6950 is 178% faster than the GeForce 9600 GT 1GB overall, because of its higher bandwidth. (explain)

Radeon HD 6950 160000 MB/sec
GeForce 9600 GT 1GB 57600 MB/sec
Difference: 102400 (178%)

Texel Rate

The Radeon HD 6950 will be quite a bit (approximately 238%) better at anisotropic filtering than the GeForce 9600 GT 1GB. (explain)

Radeon HD 6950 70400 Mtexels/sec
GeForce 9600 GT 1GB 20800 Mtexels/sec
Difference: 49600 (238%)

Pixel Rate

The Radeon HD 6950 should be a lot (approximately 146%) better at full screen anti-aliasing than the GeForce 9600 GT 1GB, and also should be capable of handling higher screen resolutions without losing too much performance. (explain)

Radeon HD 6950 25600 Mpixels/sec
GeForce 9600 GT 1GB 10400 Mpixels/sec
Difference: 15200 (146%)

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 Comparison

Display Prices

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GeForce 9600 GT 1GB

Amazon.com

Radeon HD 6950

Amazon.com

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.

Specifications

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Model GeForce 9600 GT 1GB Radeon HD 6950
Manufacturer nVidia AMD
Year Feb 2008 December 2010
Code Name G94a/b Cayman Pro
Fab Process 65/55 nm 40 nm
Bus PCIe x16 2.0 PCIe x16
Memory 1024 MB 1024 MB
Core Speed 650 MHz 800 MHz
Shader Speed 1625 MHz (N/A) MHz
Memory Speed 900 MHz (1800 MHz effective) 1250 MHz (5000 MHz effective)
Unified Shaders 64 1408
Texture Mapping Units 32 88
Render Output Units 16 32
Bus Type GDDR3 GDDR5
Bus Width 256-bit 256-bit
DirectX Version DirectX 10 DirectX 11
OpenGL Version OpenGL 3.0 OpenGL 4.1
Power (Max TDP) 95 watts 200 watts
Shader Model 4.0 5.0
Bandwidth 57600 MB/sec 160000 MB/sec
Texel Rate 20800 Mtexels/sec 70400 Mtexels/sec
Pixel Rate 10400 Mpixels/sec 25600 Mpixels/sec

Memory Bandwidth: Memory 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 interface width by its memory clock speed. If the card has DDR type RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the 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 can be processed per second. This number is calculated by multiplying the total texture units 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 applied in a second.

Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip can possibly write to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. 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 reach the max fill rate.

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