Compare any two graphics cards:
GeForce GTX 650 vs Radeon HD 4850 512MB
IntroThe GeForce GTX 650 features 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 is made up of 384 SPUs, 32 Texture Address Units, and 16 ROPs.
Compare those specifications to the Radeon HD 4850 512MB, which has GPU clock speed of 625 MHz, and 512 MB of GDDR3 memory running at 993 MHz through a 256-bit bus. It also is made up of 800(160x5) SPUs, 40 TAUs, and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 650 should theoretically perform a lot faster than the Radeon HD 4850 512MB overall. (explain)
Texel RateThe GeForce GTX 650 will be quite a bit (approximately 35%) faster with regards to AF than the Radeon HD 4850 512MB. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce GTX 650 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.
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 (in units of MB per second) that can be moved across the external memory interface within a second. It's worked out by multiplying the card's interface width by the speed of its memory. If the card has DDR type memory, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This number is worked out by multiplying the total number of texture units by the core clock speed of the chip. The higher the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card can possibly write to the 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 - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.