Compare any two graphics cards:
GeForce 9600 GT 1GB vs GeForce GTX 550 Ti
IntroThe GeForce 9600 GT 1GB has a GPU clock speed of 650 MHz, and the 1024 MB of GDDR3 memory is set to run at 900 MHz through a 256-bit bus. It also is made up of 64 SPUs, 32 TAUs, and 16 Raster Operation Units.
Compare those specs to the GeForce GTX 550 Ti, which comes with a GPU core clock speed of 900 MHz, and 1024 MB of GDDR5 RAM set to run at 1026 MHz through a 192-bit bus. It also features 192 SPUs, 32 TAUs, and 24 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 550 Ti should theoretically be quite a bit better than the GeForce 9600 GT 1GB in general. (explain)
Texel RateThe GeForce GTX 550 Ti should be quite a bit (about 38%) faster with regards to AF than the GeForce 9600 GT 1GB. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce GTX 550 Ti is superior to the GeForce 9600 GT 1GB, and very much so. (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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Memory bandwidth is the largest amount of data (counted in MB per second) that can be transported past the external memory interface in a second. The number is calculated by multiplying the card's interface width by the speed of its memory. In the case of DDR type memory, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the better 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 can be processed in one second. This is worked out by multiplying the total number of texture units by the core clock speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly record to its local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Raster Operations Pipelines by the the core speed of the card. 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 lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.