Compare any two graphics cards:
GeForce GTX 650 vs Radeon HD 7850
IntroThe GeForce GTX 650 has a core clock frequency of 1058 MHz and a GDDR5 memory frequency of 1250 MHz. It also features a 128-bit bus, and makes use of a 28 nm design. It features 384 SPUs, 32 TAUs, and 16 ROPs.
Compare those specs to the Radeon HD 7850, which makes use of a 28 nm design. ATi has set the core frequency at 860 MHz. The GDDR5 memory is set to run at a speed of 1200 MHz on this specific card. It features 1024 SPUs along with 64 TAUs and 32 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the Radeon HD 7850 should in theory be quite a bit better than the GeForce GTX 650 overall. (explain)
Texel RateThe Radeon HD 7850 will be quite a bit (approximately 63%) more effective at texture filtering than the GeForce GTX 650. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the Radeon HD 7850 is the winner, and very much so. (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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Memory bandwidth is the maximum amount of data (measured in MB per second) that can be moved past the external memory interface in a second. It is calculated by multiplying the card's bus width by the speed of its memory. In the case of DDR memory, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed in one second. This figure is calculated by multiplying the total number of texture units by the core speed of the chip. The higher this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly record to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the max fill rate.