Compare any two graphics cards:
GeForce GTX 650 vs Radeon R7 250
IntroThe GeForce GTX 650 comes with a core clock speed of 1058 MHz and a GDDR5 memory speed of 1250 MHz. It also uses a 128-bit bus, and uses a 28 nm design. It is comprised of 384 SPUs, 32 Texture Address Units, and 16 ROPs.
Compare that to the Radeon R7 250, which features GPU core speed of 1000 MHz, and 1024 MB of GDDR5 RAM set to run at 1150 MHz through a 128-bit bus. It also features 384 SPUs, 24 TAUs, and 8 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 650, in theory, should perform a small bit faster than the Radeon R7 250 overall. (explain)
Texel RateThe GeForce GTX 650 is much (more or less 41%) more effective at texture filtering than the Radeon R7 250. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GTX 650 is a better choice, 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: Bandwidth is the max amount of information (measured in MB per second) that can be transferred past the external memory interface in one second. The number is worked out by multiplying the card's interface width by its memory clock speed. If it uses DDR type RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed per second. This is worked out by multiplying the total number of texture units of the card by the core speed of the chip. The better this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card can possibly record to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.