Compare any two graphics cards:
GeForce 9600 GT 512MB vs GeForce GTX 550 Ti
IntroThe GeForce 9600 GT 512MB features a clock frequency of 650 MHz and a GDDR3 memory speed of 900 MHz. It also features a 256-bit memory bus, and uses a 65/55 nm design. It is comprised of 64 SPUs, 32 TAUs, and 16 ROPs.
Compare that to the GeForce GTX 550 Ti, which has a 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 features 192 SPUs, 32 TAUs, and 24 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 550 Ti will be 71% faster than the GeForce 9600 GT 512MB in general, due to its higher bandwidth. (explain)
Texel RateThe GeForce GTX 550 Ti is a lot (about 38%) faster with regards to texture filtering than the GeForce 9600 GT 512MB. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce GTX 550 Ti is a better choice, 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 data (counted in MB per second) that can be moved past the external memory interface in a second. The number is calculated by multiplying the card's bus width by the speed of its memory. If it uses DDR type RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, 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 texture map elements (texels) that are applied in one second. This number 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 card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.