Compare any two graphics cards:
GeForce GTX 650 vs Radeon HD 4850 512MB
IntroThe GeForce GTX 650 comes with a clock frequency of 1058 MHz and a GDDR5 memory speed of 1250 MHz. It also uses a 128-bit bus, and uses a 28 nm design. It is comprised of 384 SPUs, 32 Texture Address Units, and 16 ROPs.
Compare that to the Radeon HD 4850 512MB, which has GPU clock speed of 625 MHz, and 512 MB of GDDR3 memory set to run at 993 MHz through a 256-bit bus. It also features 800(160x5) SPUs, 40 TAUs, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 650 should be much faster than the Radeon HD 4850 512MB overall. (explain)
Texel RateThe GeForce GTX 650 is much (approximately 35%) better at AF than the Radeon HD 4850 512MB. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTX 650 is the winner, and very much so. (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 maximum amount of data (counted in megabytes per second) that can be moved past the external memory interface within a second. The number is calculated by multiplying the interface width by its memory clock speed. If the card has DDR type memory, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number 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 better the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card can possibly record 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 clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.