Compare any two graphics cards:
GeForce GTX 650 vs Radeon HD 4890 2GB
IntroThe GeForce GTX 650 has a clock speed 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 Texture Address Units, and 16 Raster Operation Units.
Compare that to the Radeon HD 4890 2GB, which has a clock frequency of 1000 MHz and a GDDR5 memory speed of 975 MHz. It also features a 256-bit memory bus, and makes use of a 55 nm design. It features 800(160x5) SPUs, 40 Texture Address Units, and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 4890 2GB should in theory perform a lot faster than the GeForce GTX 650 in general. (explain)
Texel RateThe Radeon HD 4890 2GB will be just a bit (about 18%) more effective at anisotropic filtering than the GeForce GTX 650. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTX 650 is a better choice, though not 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.
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 information (measured in megabytes per second) that can be transported past the external memory interface in one second. It's worked out by multiplying the card's interface width by its memory clock speed. If the card has DDR memory, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the card's 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 amount of texture map elements (texels) that are applied per second. This number 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 graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly write to the local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.