Compare any two graphics cards:
GeForce GTX 650 vs Radeon HD 4350
IntroThe GeForce GTX 650 makes use of a 28 nm design. nVidia has clocked the core frequency at 1058 MHz. The GDDR5 memory runs at a speed of 1250 MHz on this model. It features 384 SPUs along with 32 TAUs and 16 ROPs.
Compare those specifications to the Radeon HD 4350, which comes with GPU clock speed of 575 MHz, and 512 MB of DDR2 RAM set to run 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 much faster than the Radeon HD 4350 overall. (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 should be much (approximately 636%) faster with regards to AA than the Radeon HD 4350, and also should be able to handle 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: Bandwidth is the largest amount of information (counted in MB per second) that can be moved across the external memory interface in one second. It is worked out by multiplying the bus width by its memory speed. If it uses DDR RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the better 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 can be applied per second. This figure is calculated by multiplying the total number of texture units by the core speed of the chip. The higher this number, the better the graphics 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 that the graphics card could possibly write to the local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.