Compare any two graphics cards:
GeForce 9600 GSO 512MB vs Radeon HD 5830
IntroThe GeForce 9600 GSO 512MB makes use of a 65/55 nm design. nVidia has clocked the core speed at 650 MHz. The GDDR3 memory is set to run at a frequency of 900 MHz on this specific model. It features 96 SPUs along with 48 Texture Address Units and 16 Rasterization Operator Units.
Compare all of that to the Radeon HD 5830, which has a GPU core clock speed of 800 MHz, and 1024 MB of GDDR5 RAM running at 1000 MHz through a 256-bit bus. It also is made up of 1120(224x5) Stream Processors, 56 Texture Address Units, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 5830 should in theory perform a lot faster than the GeForce 9600 GSO 512MB in general. (explain)
Texel RateThe Radeon HD 5830 should be much (about 44%) faster with regards to anisotropic filtering than the GeForce 9600 GSO 512MB. (explain)
Pixel RateIf using high levels of AA is important to you, then the Radeon HD 5830 is superior to the GeForce 9600 GSO 512MB, by far. (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.
Memory Bandwidth: Bandwidth is the maximum amount of information (measured in megabytes per second) that can be moved across the external memory interface in a second. The number is worked out by multiplying the card's bus width by its memory speed. If it uses DDR type memory, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed per second. This is calculated by multiplying the total amount of texture units of the card by the core speed of the chip. The higher the texel rate, the better the graphics 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 maximum amount of pixels the graphics card could possibly record to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.