Compare any two graphics cards:
Geforce GTX 680 vs Radeon HD 4850 1GB
IntroThe Geforce GTX 680 makes use of a 28 nm design. nVidia has set the core speed at 1006 MHz. The GDDR5 RAM works at a frequency of 1502 MHz on this specific model. It features 1536 SPUs as well as 128 Texture Address Units and 32 ROPs.
Compare those specifications to the Radeon HD 4850 1GB, which comes with clock 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)
Theoretically speaking, the Geforce GTX 680 should be a lot faster than the Radeon HD 4850 1GB overall. (explain)
Texel RateThe Geforce GTX 680 is much (about 415%) better at anisotropic filtering 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 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: Bandwidth is the maximum amount of information (counted in MB 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, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. 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 are processed per second. This figure is worked out by multiplying the total texture units of the card by the core speed of the chip. The higher the texel rate, the better the video 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 the video card can possibly write to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.