Compare any two graphics cards:
GeForce GTX 650 vs Radeon HD 4350
IntroThe GeForce GTX 650 features a GPU core clock 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 features 384 SPUs, 32 Texture Address Units, and 16 ROPs.
Compare that to the Radeon HD 4350, which features GPU core speed of 575 MHz, and 512 MB of DDR2 RAM running at 500 MHz through a 64-bit bus. It also features 80(16x5) SPUs, 8 Texture Address Units, and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 650 should theoretically be quite a bit faster than the Radeon HD 4350 in general. (explain)
Texel RateThe GeForce GTX 650 will be quite a bit (about 636%) more effective at anisotropic filtering than the Radeon HD 4350. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce GTX 650 is superior to the Radeon HD 4350, by far. (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 megabytes per second) that can be transported across the external memory interface in one second. The number is calculated by multiplying the card's interface width by the speed of its memory. If it uses DDR RAM, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed in one second. This figure is calculated by multiplying the total number of texture units by the core clock speed of the chip. The higher the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip can possibly write to the local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Raster Operations Pipelines by the the core speed of the card. 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 fill rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.