Compare any two graphics cards:
GeForce 9600 GT 1GB vs GeForce GTX 550 Ti
IntroThe GeForce 9600 GT 1GB has a core clock speed of 650 MHz and a GDDR3 memory speed of 900 MHz. It also features a 256-bit bus, and makes use of a 65/55 nm design. It is made up of 64 SPUs, 32 TAUs, and 16 ROPs.
Compare all of that to the GeForce GTX 550 Ti, which has core clock speeds of 900 MHz on the GPU, and 1026 MHz on the 1024 MB of GDDR5 memory. It features 192 SPUs along with 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 1GB overall, because of its higher bandwidth. (explain)
Texel RateThe GeForce GTX 550 Ti is quite a bit (about 38%) better at texture filtering than the GeForce 9600 GT 1GB. (explain)
Pixel RateThe GeForce GTX 550 Ti will be a lot (more or less 108%) more effective at AA than the GeForce 9600 GT 1GB, and also able to handle higher resolutions without losing too much performance. (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 maximum amount of information (measured in megabytes per second) that can be transferred past the external memory interface in a second. It's worked out by multiplying the interface width by its memory speed. In the case of DDR type memory, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the memory bandwidth, 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 number of texture map elements (texels) that are applied per second. This number is worked out by multiplying the total number of texture units of the card by the core speed of the chip. The higher this number, the better the graphics card will be at handling 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 could possibly record to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.