Compare any two graphics cards:
GeForce GTX 650 vs Radeon HD 4350
IntroThe GeForce GTX 650 has a GPU clock speed of 1058 MHz, and the 1024 MB of GDDR5 RAM is set to run at 1250 MHz through a 128-bit bus. It also features 384 SPUs, 32 TAUs, and 16 ROPs.
Compare those specs to the Radeon HD 4350, which comes with a core clock frequency of 575 MHz and a DDR2 memory speed of 500 MHz. It also uses a 64-bit memory bus, and uses a 55 nm design. It is comprised of 80(16x5) SPUs, 8 TAUs, and 4 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 650 should be quite a bit faster than the Radeon HD 4350 in general. (explain)
Texel RateThe GeForce GTX 650 should be quite a bit (approximately 636%) more effective at AF than the Radeon HD 4350. (explain)
Pixel RateThe GeForce GTX 650 is a lot (approximately 636%) more effective at anti-aliasing than the Radeon HD 4350, and also will be capable of handling higher screen resolutions more effectively. (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 data (counted in MB per second) that can be transported across the external memory interface in one second. It is worked out by multiplying the bus width by the speed of its memory. If the card has DDR type memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed per second. This is calculated by multiplying the total number of texture units by the core speed of the chip. The better this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card can 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 colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.