Compare any two graphics cards:
GeForce GTX 650 vs Radeon HD 4850 512MB
IntroThe GeForce GTX 650 makes use of a 28 nm design. nVidia has clocked the core speed at 1058 MHz. The GDDR5 memory works at a speed of 1250 MHz on this specific card. It features 384 SPUs along with 32 Texture Address Units and 16 Rasterization Operator Units.
Compare those specifications to the Radeon HD 4850 512MB, which features GPU core speed of 625 MHz, and 512 MB of GDDR3 RAM running at 993 MHz through a 256-bit bus. It also features 800(160x5) Stream Processors, 40 Texture Address Units, and 16 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 650 should perform a lot faster than the Radeon HD 4850 512MB in general. (explain)
Texel RateThe GeForce GTX 650 is much (about 35%) more effective at anisotropic filtering than the Radeon HD 4850 512MB. (explain)
Pixel RateIf running with a high screen resolution 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.
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: Bandwidth is the largest amount of data (counted in MB per second) that can be transported across the external memory interface within a second. It's worked out by multiplying the card's interface width by its memory speed. If it uses DDR type RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied in one second. This is calculated by multiplying the total amount of texture units of the card 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 per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly write to the local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the amount 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 lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.