Compare any two graphics cards:
Radeon HD 4850 512MB vs Radeon HD 7850
IntroThe Radeon HD 4850 512MB has a GPU core clock speed of 625 MHz, and the 512 MB of GDDR3 memory runs at 993 MHz through a 256-bit bus. It also is made up of 800(160x5) Stream Processors, 40 TAUs, and 16 Raster Operation Units.
Compare all of that to the Radeon HD 7850, which makes use of a 28 nm design. ATi has clocked the core frequency at 860 MHz. The GDDR5 memory is set to run at a speed of 1200 MHz on this particular model. It features 1024 SPUs along with 64 Texture Address Units and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the Radeon HD 7850 should be a lot faster than the Radeon HD 4850 512MB in general. (explain)
Texel RateThe Radeon HD 7850 will be a lot (approximately 120%) more effective at anisotropic filtering than the Radeon HD 4850 512MB. (explain)
Pixel RateIf using high levels of AA is important to you, then the Radeon HD 7850 is superior to the Radeon HD 4850 512MB, 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.
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 maximum amount of information (in units of megabytes per second) that can be transferred across the external memory interface in a second. It's worked out by multiplying the bus width by its memory clock speed. If it uses DDR memory, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This figure is worked out by multiplying the total amount of texture units by the core speed of the chip. The higher this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly write to the local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.