Compare any two graphics cards:
Geforce GTX 680 vs Radeon HD 4850 1GB
IntroThe Geforce GTX 680 has a GPU clock speed of 1006 MHz, and the 2048 MB of GDDR5 memory is set to run at 1502 MHz through a 256-bit bus. It also is comprised of 1536 Stream Processors, 128 Texture Address Units, and 32 ROPs.
Compare those specifications to the Radeon HD 4850 1GB, which features GPU clock speed of 625 MHz, and 1024 MB of GDDR4 RAM set to run at 993 MHz through a 256-bit bus. It also is made up of 800(160x5) Stream Processors, 40 Texture Address Units, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Geforce GTX 680, in theory, should perform quite a bit faster than the Radeon HD 4850 1GB in general. (explain)
Texel RateThe Geforce GTX 680 should be quite a bit (approximately 415%) faster with regards to anisotropic filtering than the Radeon HD 4850 1GB. (explain)
Pixel RateIf running with a high resolution 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 information (measured in megabytes per second) that can be transported past the external memory interface in one second. It is calculated by multiplying the interface width by its memory clock speed. In the case of DDR RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied in one second. This figure is calculated by multiplying the total texture units 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 in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card could possibly record to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of Render Output Units by the the card's clock speed. 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 quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.