Compare any two graphics cards:
GeForce GTX 285 1GB vs Radeon HD 4670 512MB
IntroThe GeForce GTX 285 1GB has core clock speeds of 648 MHz on the GPU, and 1242 MHz on the 1024 MB of GDDR3 RAM. It features 240 SPUs along with 80 TAUs and 32 Rasterization Operator Units.
Compare those specs to the Radeon HD 4670 512MB, which comes with a clock speed of 750 MHz and a GDDR4/GDDR3/DDR3/DDR2 memory speed of 1000 MHz. It also makes use of a 128-bit memory bus, and makes use of a 55 nm design. It is made up of 320(64x5) SPUs, 32 TAUs, and 8 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 285 1GB should be quite a bit faster than the Radeon HD 4670 512MB overall. (explain)
Texel RateThe GeForce GTX 285 1GB should be much (more or less 116%) better at texture filtering than the Radeon HD 4670 512MB. (explain)
Pixel RateThe GeForce GTX 285 1GB will be much (more or less 246%) faster with regards to AA than the Radeon HD 4670 512MB, and also will 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 maximum amount of information (measured in MB per second) that can be moved across the external memory interface in a second. The number is worked out by multiplying the bus width by its memory clock speed. In the case of DDR memory, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This number is calculated by multiplying the total number of texture units by the core clock speed of the chip. The higher this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card could possibly record to the local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of colour ROPs by the clock 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 many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.