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 frequency of 1502 MHz on this specific card. It features 1536 SPUs along with 128 Texture Address Units and 32 ROPs.
Compare those specifications to the Radeon HD 4850 1GB, which comes with core speeds of 625 MHz on the GPU, and 993 MHz on the 1024 MB of GDDR4 RAM. It features 800(160x5) SPUs along with 40 TAUs and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the Geforce GTX 680 should be much faster than the Radeon HD 4850 1GB in general. (explain)
Texel RateThe Geforce GTX 680 will be much (more or less 415%) more effective at AF than the Radeon HD 4850 1GB. (explain)
Pixel RateThe Geforce GTX 680 is quite a bit (approximately 222%) more effective at FSAA than the Radeon HD 4850 1GB, and capable of handling higher resolutions without slowing down too much. (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 largest amount of information (in units of MB per second) that can be moved past the external memory interface in one second. It's calculated by multiplying the card's bus width by the speed of its memory. If it uses DDR type RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied per second. This figure is worked out by multiplying the total texture units of the card by the core clock speed of the chip. The better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of colour ROPs 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 fill rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.