Compare any two graphics cards:
GeForce GTX 650 vs Radeon HD 7850
IntroThe GeForce GTX 650 comes with a clock speed of 1058 MHz and a GDDR5 memory frequency of 1250 MHz. It also features a 128-bit memory bus, and makes use of a 28 nm design. It is comprised of 384 SPUs, 32 Texture Address Units, and 16 ROPs.
Compare those specs to the Radeon HD 7850, which comes with clock speeds of 860 MHz on the GPU, and 1200 MHz on the 2048 MB of GDDR5 memory. It features 1024 SPUs as well as 64 TAUs and 32 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon HD 7850 should perform much faster than the GeForce GTX 650 overall. (explain)
Texel RateThe Radeon HD 7850 is a lot (about 63%) faster with regards to anisotropic filtering than the GeForce GTX 650. (explain)
Pixel RateThe Radeon HD 7850 is much (about 63%) better at FSAA than the GeForce GTX 650, and also should be able to handle higher screen 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: Memory bandwidth is the largest amount of information (measured in megabytes per second) that can be transferred over the external memory interface in a second. It is calculated by multiplying the interface width by the speed of its memory. If it uses DDR type memory, it should be multiplied by 2 once 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, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied in one second. This figure is worked out by multiplying the total amount of texture units by the core speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly write to the local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the number of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - aka 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, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.