Compare any two graphics cards:
GeForce 9600 GT 512MB vs GeForce GTX 550 Ti
IntroThe GeForce 9600 GT 512MB uses a 65/55 nm design. nVidia has set the core frequency at 650 MHz. The GDDR3 memory runs at a speed of 900 MHz on this particular model. It features 64 SPUs as well as 32 TAUs and 16 ROPs.
Compare those specs to the GeForce GTX 550 Ti, which makes use of a 40 nm design. nVidia has set the core frequency at 900 MHz. The GDDR5 RAM runs at a speed of 1026 MHz on this particular model. It features 192 SPUs as well as 32 TAUs and 24 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 550 Ti, in theory, should perform a lot faster than the GeForce 9600 GT 512MB in general. (explain)
Texel RateThe GeForce GTX 550 Ti will be a lot (more or less 38%) better at texture filtering than the GeForce 9600 GT 512MB. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce GTX 550 Ti is the winner, 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 maximum amount of data (measured in megabytes per second) that can be transferred across the external memory interface in a second. It's calculated by multiplying the card's bus width by its memory clock speed. If the card has DDR type memory, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed in one second. This is worked out by multiplying the total number of texture units by the core clock speed of the chip. The higher this number, the better the card will be at 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 record to its local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - also called 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, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.