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 speed at 650 MHz. The GDDR3 RAM runs at a speed of 900 MHz on this particular card. It features 64 SPUs as well as 32 TAUs and 16 Rasterization Operator Units.
Compare all 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 uses a 192-bit memory bus, and uses a 40 nm design. It is comprised of 192 SPUs, 32 TAUs, and 24 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 550 Ti should theoretically be quite a bit faster than the GeForce 9600 GT 512MB overall. (explain)
Texel RateThe GeForce GTX 550 Ti should be quite a bit (about 38%) faster with regards to texture filtering than the GeForce 9600 GT 512MB. (explain)
Pixel RateThe GeForce GTX 550 Ti is much (more or less 108%) more effective at AA than the GeForce 9600 GT 512MB, and also should be able to handle higher resolutions better. (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 (counted in megabytes per second) that can be transferred across the external memory interface within a second. It is calculated by multiplying the interface width by the speed of its memory. In the case of DDR type RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed per second. This figure is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly write to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.