Compare any two graphics cards:
GeForce GTX 650 vs Radeon HD 4350
IntroThe GeForce GTX 650 features 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 TAUs and 16 Rasterization Operator Units.
Compare all of that to the Radeon HD 4350, which comes with GPU clock speed of 575 MHz, and 512 MB of DDR2 memory running at 500 MHz through a 64-bit bus. It also is made up of 80(16x5) SPUs, 8 TAUs, and 4 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 650 is 900% faster than the Radeon HD 4350 overall, because of its higher data rate. (explain)
Texel RateThe GeForce GTX 650 is quite a bit (about 636%) faster with regards to texture filtering than the Radeon HD 4350. (explain)
Pixel RateThe GeForce GTX 650 should be quite a bit (about 636%) better at full screen anti-aliasing than the Radeon HD 4350, and should be capable of handling higher screen resolutions better. (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 information (counted in megabytes per second) that can be transferred over the external memory interface in one second. It's calculated by multiplying the bus width by the speed of its memory. If it uses DDR RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better 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 texture map elements (texels) that can be applied per second. This number is calculated by multiplying the total number 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 per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly record to the local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Render Output Units by the the core 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 output rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.