Compare any two graphics cards:
GeForce GTX 650 vs Radeon HD 7850
IntroThe GeForce GTX 650 has a core clock speed of 1058 MHz and a GDDR5 memory frequency of 1250 MHz. It also uses a 128-bit memory bus, and makes use of a 28 nm design. It features 384 SPUs, 32 Texture Address Units, and 16 Raster Operation Units.
Compare all that to the Radeon HD 7850, which comes with GPU core speed of 860 MHz, and 2048 MB of GDDR5 RAM set to run at 1200 MHz through a 256-bit bus. It also is made up of 1024 Stream Processors, 64 TAUs, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the Radeon HD 7850 should be much faster than the GeForce GTX 650 in general. (explain)
Texel RateThe Radeon HD 7850 should be a lot (more or less 63%) faster with regards to AF than the GeForce GTX 650. (explain)
Pixel RateIf using high levels of AA is important to you, then the Radeon HD 7850 is the winner, 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 (counted in MB per second) that can be moved across the external memory interface in a second. It's calculated by multiplying the card's bus width by its memory speed. If it uses DDR type RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed per second. This is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The higher this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly write to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant 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.