Compare any two graphics cards:
GeForce 9600 GT 512MB vs GeForce GTX 550 Ti
IntroThe GeForce 9600 GT 512MB makes use of a 65/55 nm design. nVidia has clocked the core speed at 650 MHz. The GDDR3 RAM runs at a speed of 900 MHz on this specific card. It features 64 SPUs along with 32 TAUs and 16 Rasterization Operator Units.
Compare those specs to the GeForce GTX 550 Ti, which comes with core speeds of 900 MHz on the GPU, and 1026 MHz on the 1024 MB of GDDR5 RAM. It features 192 SPUs along with 32 Texture Address Units and 24 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 550 Ti should in theory be quite a bit superior to the GeForce 9600 GT 512MB overall. (explain)
Texel RateThe GeForce GTX 550 Ti is quite a bit (approximately 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, 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.
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 (counted in MB per second) that can be transferred over the external memory interface in a second. It's calculated by multiplying the bus width by its memory speed. In the case of DDR memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied per second. This figure is calculated by multiplying the total number of texture units by the core speed of the chip. The better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card could possibly record to the local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.