Compare any two graphics cards:
GeForce 9600 GT 1GB vs GeForce GTX 550 Ti
IntroThe GeForce 9600 GT 1GB comes with a core clock frequency of 650 MHz and a GDDR3 memory frequency of 900 MHz. It also makes use of a 256-bit bus, and uses a 65/55 nm design. It is comprised of 64 SPUs, 32 Texture Address Units, and 16 Raster Operation Units.
Compare all that to the GeForce GTX 550 Ti, which uses a 40 nm design. nVidia has set the core speed at 900 MHz. The GDDR5 RAM is set to run at a speed of 1026 MHz on this specific card. It features 192 SPUs along with 32 TAUs and 24 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 550 Ti should in theory be a lot faster than the GeForce 9600 GT 1GB overall. (explain)
Texel RateThe GeForce GTX 550 Ti should be a lot (approximately 38%) better at texture filtering than the GeForce 9600 GT 1GB. (explain)
Pixel RateIf using a high screen resolution 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 (in units of MB per second) that can be transferred across the external memory interface in a second. It's calculated by multiplying the interface width by its memory clock speed. If it uses DDR RAM, it should be multiplied by 2 once again. If it uses 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 higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed in one second. This is worked out by multiplying the total texture units by the core speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly write to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of Render Output Units by the the card's 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 quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.