Compare any two graphics cards:
GeForce 9600 GSO 768MB vs Radeon RX 470
IntroThe GeForce 9600 GSO 768MB comes with a core clock speed of 550 MHz and a GDDR3 memory frequency of 800 MHz. It also features a 192-bit bus, and makes use of a 65 nm design. It is comprised of 96 SPUs, 48 Texture Address Units, and 12 Raster Operation Units.
Compare those specifications to the Radeon RX 470, which uses a 14 nm design. AMD has set the core frequency at 926 MHz. The GDDR5 memory runs at a speed of 1650 MHz on this particular model. It features 2048 SPUs along with 128 TAUs and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the Radeon RX 470 should theoretically be quite a bit better than the GeForce 9600 GSO 768MB overall. (explain)
Texel RateThe Radeon RX 470 should be quite a bit (about 349%) faster with regards to anisotropic filtering than the GeForce 9600 GSO 768MB. (explain)
Pixel RateIf running with a high resolution is important to you, then the Radeon RX 470 is the winner, 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: Memory bandwidth is the largest amount of information (counted in megabytes per second) that can be moved across the external memory interface in a second. It is calculated by multiplying the card's bus width by its memory speed. In the case of DDR RAM, 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 AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This figure is calculated by multiplying the total texture units by the core clock speed of the chip. The higher this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card can possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Render Output Units by the the core 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 fill rate is also dependant on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.