Compare any two graphics cards:
GeForce 9600 GSO 512MB vs GeForce GT 340
IntroThe GeForce 9600 GSO 512MB features 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 features 96 SPUs, 48 Texture Address Units, and 16 Raster Operation Units.
Compare those specifications to the GeForce GT 340, which features a core clock speed of 550 MHz and a GDDR5 memory frequency of 850 MHz. It also makes use of a 128-bit bus, and makes use of a 40 nm design. It is comprised of 96 SPUs, 32 TAUs, and 8 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce 9600 GSO 512MB should in theory perform just a bit faster than the GeForce GT 340 in general. (explain)
Texel RateThe GeForce 9600 GSO 512MB should be much (more or less 77%) more effective at texture filtering than the GeForce GT 340. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce 9600 GSO 512MB is the winner, by a large margin. (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 max amount of information (in units of megabytes per second) that can be moved across the external memory interface in a second. The number is calculated by multiplying the card's interface width by its memory clock speed. If it uses DDR type memory, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied per second. This is worked out by multiplying the total number of texture units of the card by the core speed of the chip. The better this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card can possibly write to its local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Render Output Units by the the core 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 of the card - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.