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 frequency at 1006 MHz. The GDDR5 RAM runs at a frequency of 1502 MHz on this particular model. It features 1536 SPUs as well as 128 TAUs and 32 Rasterization Operator Units.
Compare that to the Radeon HD 4850 1GB, which features core speeds of 625 MHz on the GPU, and 993 MHz on the 1024 MB of GDDR4 RAM. It features 800(160x5) SPUs as well as 40 TAUs and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the Geforce GTX 680 should in theory be quite a bit superior to the Radeon HD 4850 1GB in general. (explain)
Texel RateThe Geforce GTX 680 will be quite a bit (about 415%) better at AF than the Radeon HD 4850 1GB. (explain)
Pixel RateIf running with a high resolution is important to you, then the Geforce GTX 680 is the winner, 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: Bandwidth is the maximum amount of information (counted in megabytes per second) that can be moved over the external memory interface in one second. It is worked out by multiplying the card's interface width by the speed of its memory. If the card has DDR type RAM, it 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 anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied per second. This number is worked out by multiplying the total amount 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 per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly write to the local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.