Compare any two graphics cards:
GeForce 9600 GT 512MB vs GeForce GTX 550 Ti
IntroThe GeForce 9600 GT 512MB features a GPU clock speed of 650 MHz, and the 512 MB of GDDR3 memory is set to run at 900 MHz through a 256-bit bus. It also is made up of 64 SPUs, 32 Texture Address Units, and 16 ROPs.
Compare those specs to the GeForce GTX 550 Ti, which makes use of a 40 nm design. nVidia has clocked the core frequency at 900 MHz. The GDDR5 RAM is set to run at a speed of 1026 MHz on this card. It features 192 SPUs along with 32 Texture Address Units and 24 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 550 Ti should in theory be much faster than the GeForce 9600 GT 512MB in general. (explain)
Texel RateThe GeForce GTX 550 Ti should be much (approximately 38%) faster with regards to anisotropic filtering than the GeForce 9600 GT 512MB. (explain)
Pixel RateThe GeForce GTX 550 Ti should be quite a bit (about 108%) more effective at full screen anti-aliasing than the GeForce 9600 GT 512MB, and able to handle higher screen resolutions without slowing down too much. (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 (measured in MB per second) that can be moved across the external memory interface within a second. The number is calculated by multiplying the card's bus width by the speed of its memory. In the case of DDR memory, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed in one second. This is worked out by multiplying the total texture units of the card 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 per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip can possibly write to its local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as 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 get to the max fill rate.