Compare any two graphics cards:
GeForce 9600 GT 512MB vs GeForce GTX 550 Ti
IntroThe GeForce 9600 GT 512MB has a GPU core clock speed of 650 MHz, and the 512 MB of GDDR3 RAM runs at 900 MHz through a 256-bit bus. It also is comprised of 64 SPUs, 32 TAUs, and 16 Raster Operation Units.
Compare that to the GeForce GTX 550 Ti, which makes use of a 40 nm design. nVidia has set the core speed at 900 MHz. The GDDR5 RAM works at a speed of 1026 MHz on this card. It features 192 SPUs along with 32 TAUs and 24 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 550 Ti should be quite a bit faster than the GeForce 9600 GT 512MB in general. (explain)
Texel RateThe GeForce GTX 550 Ti is a lot (more or less 38%) more effective at texture filtering than the GeForce 9600 GT 512MB. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the GeForce GTX 550 Ti is superior to the GeForce 9600 GT 512MB, and very much so. (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 data (measured in megabytes per second) that can be moved over the external memory interface in a second. It's calculated by multiplying the interface width by the speed of its memory. In the case of DDR type memory, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed per second. This is worked out by multiplying the total number of texture units by the core speed of the chip. The better this number, the better the video 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 most pixels 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 - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.