Compare any two graphics cards:
GeForce 9600 GT 512MB vs GeForce GTX 550 Ti
IntroThe GeForce 9600 GT 512MB features core speeds of 650 MHz on the GPU, and 900 MHz on the 512 MB of GDDR3 memory. It features 64 SPUs as well as 32 TAUs and 16 ROPs.
Compare that to the GeForce GTX 550 Ti, which has a core clock speed of 900 MHz and a GDDR5 memory speed of 1026 MHz. It also features a 192-bit bus, and makes use of a 40 nm design. It is comprised of 192 SPUs, 32 Texture Address Units, and 24 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 550 Ti, in theory, should perform quite a bit faster than the GeForce 9600 GT 512MB in general. (explain)
Texel RateThe GeForce GTX 550 Ti is much (more or less 38%) more effective at texture filtering than the GeForce 9600 GT 512MB. (explain)
Pixel RateThe GeForce GTX 550 Ti should be quite a bit (approximately 108%) better at anti-aliasing than the GeForce 9600 GT 512MB, and also able to handle higher screen resolutions without losing too much performance. (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: Memory bandwidth is the largest amount of data (counted in MB per second) that can be moved past the external memory interface in a second. It's calculated by multiplying the card's interface width by its memory clock speed. If the card has DDR type memory, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the bandwidth is, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This figure is worked out by multiplying the total texture units by the core clock speed of the chip. The better the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly write to the local memory in one second - measured in millions of pixels per second. The figure 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 outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.