Compare any two graphics cards:
GeForce GTX 650 vs Radeon HD 4350
IntroThe GeForce GTX 650 comes with a core clock speed of 1058 MHz and a GDDR5 memory frequency of 1250 MHz. It also makes use of a 128-bit bus, and makes use of a 28 nm design. It is comprised of 384 SPUs, 32 TAUs, and 16 ROPs.
Compare all that to the Radeon HD 4350, which comes with GPU core speed of 575 MHz, and 512 MB of DDR2 memory running at 500 MHz through a 64-bit bus. It also features 80(16x5) Stream Processors, 8 TAUs, and 4 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 650, in theory, should perform quite a bit faster than the Radeon HD 4350 in general. (explain)
Texel RateThe GeForce GTX 650 is much (more or less 636%) faster with regards to texture filtering than the Radeon HD 4350. (explain)
Pixel RateThe GeForce GTX 650 is much (more or less 636%) faster with regards to AA than the Radeon HD 4350, and also should be capable of handling higher resolutions without losing too much performance. (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 max amount of data (in units of MB per second) that can be moved over the external memory interface in one second. It's worked out by multiplying the card's bus width by its memory speed. If the card has DDR RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better 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 texture map elements (texels) that are processed in one second. This number is worked out by multiplying the total number of texture units by the core clock speed of the chip. The higher the texel rate, the better the graphics 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 maximum number of pixels the graphics card could possibly record to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the number of colour ROPs by the the card's clock speed. 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 is also dependant on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.