Compare any two graphics cards:
GeForce 9600 GT 1GB vs GeForce GTX 550 Ti
IntroThe GeForce 9600 GT 1GB features clock speeds of 650 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR3 memory. It features 64 SPUs along with 32 TAUs and 16 ROPs.
Compare those specs to the GeForce GTX 550 Ti, which comes with a core clock speed of 900 MHz and a GDDR5 memory frequency of 1026 MHz. It also makes use of a 192-bit memory bus, and makes use of a 40 nm design. It is made up of 192 SPUs, 32 TAUs, and 24 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 550 Ti should theoretically be a lot better than the GeForce 9600 GT 1GB overall. (explain)
Texel RateThe GeForce GTX 550 Ti should be much (approximately 38%) better at texture filtering than the GeForce 9600 GT 1GB. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce GTX 550 Ti is superior to the GeForce 9600 GT 1GB, by a large margin. (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 information (in units of megabytes per second) that can be transported over the external memory interface in one second. It is calculated by multiplying the card's bus width by the speed of its memory. If it uses DDR memory, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. 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 are applied per second. This number is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The better this number, the better the video card will be at handling 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 can possibly record to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.