Compare any two graphics cards:
GeForce GTX 650 vs Radeon HD 4350
IntroThe GeForce GTX 650 features a GPU clock speed of 1058 MHz, and the 2048 MB of GDDR5 RAM is set to run at 1250 MHz through a 128-bit bus. It also is made up of 384 SPUs, 32 TAUs, and 16 Raster Operation Units.
Compare those specifications to the Radeon HD 4350, which has a clock speed of 575 MHz and a DDR2 memory frequency of 500 MHz. It also uses a 64-bit bus, and makes use of a 55 nm design. It features 80(16x5) SPUs, 8 TAUs, and 4 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 will be 900% quicker than the Radeon HD 4350 overall, because of its higher bandwidth. (explain)
Texel RateThe GeForce GTX 650 will be quite a bit (approximately 636%) faster with regards to texture filtering than the Radeon HD 4350. (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: Memory bandwidth is the maximum amount of information (measured in megabytes per second) that can be moved across the external memory interface within a second. It's worked out by multiplying the card's bus width by its memory clock speed. In the case of DDR RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better the card will be in general. It especially helps with AA, 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 number of texture units by the core clock speed of the chip. The better the texel rate, the better the video 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 most pixels that the graphics card can possibly record to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Raster Operations Pipelines by the the card's clock speed. 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 lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.