Compare any two graphics cards:
GeForce GTX 650 vs Radeon HD 4850 512MB
IntroThe GeForce GTX 650 features a core clock speed of 1058 MHz and a GDDR5 memory frequency of 1250 MHz. It also makes use of a 128-bit memory bus, and makes use of a 28 nm design. It is made up of 384 SPUs, 32 Texture Address Units, and 16 ROPs.
Compare that to the Radeon HD 4850 512MB, which features clock speeds of 625 MHz on the GPU, and 993 MHz on the 512 MB of GDDR3 RAM. It features 800(160x5) SPUs as well as 40 Texture Address Units and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 650 should perform a lot faster than the Radeon HD 4850 512MB in general. (explain)
Texel RateThe GeForce GTX 650 should be much (about 35%) faster with regards to texture filtering than the Radeon HD 4850 512MB. (explain)
Pixel RateThe GeForce GTX 650 should be a lot (approximately 69%) more effective at FSAA than the Radeon HD 4850 512MB, and will be capable of handling higher resolutions while still performing well. (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 max amount of information (in units of MB per second) that can be moved past the external memory interface in one second. It's calculated by multiplying the bus width by its memory speed. If the card has DDR type RAM, it should be multiplied by 2 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, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied per second. This number is worked out by multiplying the total 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 texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly record to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. 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 reach the max fill rate.