Compare any two graphics cards:
GeForce GTX 650 vs Radeon HD 4350
IntroThe GeForce GTX 650 features a GPU core 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 comprised of 384 SPUs, 32 Texture Address Units, and 16 ROPs.
Compare all of 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 RAM runs at a speed of 500 MHz on this specific model. It features 80(16x5) SPUs as well as 8 Texture Address Units and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 650 is 900% faster than the Radeon HD 4350 in general, due to its higher bandwidth. (explain)
Texel RateThe GeForce GTX 650 should be much (about 636%) more effective at anisotropic filtering than the Radeon HD 4350. (explain)
Pixel RateThe GeForce GTX 650 should be much (about 636%) better at anti-aliasing than the Radeon HD 4350, and capable of handling higher resolutions while still performing well. (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 max amount of information (in units of megabytes per second) that can be transferred over the external memory interface within a second. The number is calculated by multiplying the card's interface width by the speed of its memory. If the card has DDR type RAM, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed per second. This number is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly record to its local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.