Compare any two graphics cards:
Geforce GTX 680 vs Radeon HD 4850 1GB
IntroThe Geforce GTX 680 uses a 28 nm design. nVidia has clocked the core speed at 1006 MHz. The GDDR5 memory is set to run at a speed of 1502 MHz on this particular model. It features 1536 SPUs as well as 128 TAUs and 32 ROPs.
Compare those specs to the Radeon HD 4850 1GB, which features a clock frequency of 625 MHz and a GDDR4 memory speed of 993 MHz. It also features a 256-bit bus, and makes use of a 55 nm design. It is made up of 800(160x5) SPUs, 40 TAUs, and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Geforce GTX 680 is 203% quicker than the Radeon HD 4850 1GB in general, because of its higher data rate. (explain)
Texel RateThe Geforce GTX 680 is much (about 415%) more effective at AF than the Radeon HD 4850 1GB. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Geforce GTX 680 is a better choice, 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.
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 max amount of data (in units of MB per second) that can be transported over the external memory interface within a second. It is calculated by multiplying the interface width by its memory clock speed. If it uses DDR type memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed in one second. This is calculated by multiplying the total texture units by the core speed of the chip. The higher this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly record to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the number of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate is also dependant on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.