Compare any two graphics cards:
GeForce GTX 650 vs Radeon HD 4350
IntroThe GeForce GTX 650 has clock speeds of 1058 MHz on the GPU, and 1250 MHz on the 1024 MB of GDDR5 memory. It features 384 SPUs as well as 32 Texture Address Units and 16 Rasterization Operator Units.
Compare that to the Radeon HD 4350, which makes use of a 55 nm design. AMD has set the core frequency at 575 MHz. The DDR2 memory runs at a frequency of 500 MHz on this specific card. It features 80(16x5) SPUs as well as 8 TAUs and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 650 is 900% quicker than the Radeon HD 4350 in general, because of its greater data rate. (explain)
Texel RateThe GeForce GTX 650 will be a lot (approximately 636%) better at anisotropic filtering than the Radeon HD 4350. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GTX 650 is superior to the Radeon HD 4350, by a large margin. (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 (in units of MB per second) that can be moved past the external memory interface in a second. It's calculated by multiplying the card's interface width by its memory speed. If it uses DDR type RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed per second. This is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The better this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip can possibly write to its local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of ROPs 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 fill rate also depends 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.