Compare any two graphics cards:
GeForce GTX 650 vs Radeon R7 250
IntroThe GeForce GTX 650 makes use of a 28 nm design. nVidia has clocked the core speed at 1058 MHz. The GDDR5 RAM is set to run at a speed of 1250 MHz on this specific card. It features 384 SPUs along with 32 TAUs and 16 ROPs.
Compare those specifications to the Radeon R7 250, which features core speeds of 1000 MHz on the GPU, and 1150 MHz on the 1024 MB of GDDR5 memory. It features 384 SPUs along with 24 TAUs and 8 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 650 should perform a bit faster than the Radeon R7 250 in general. (explain)
Texel RateThe GeForce GTX 650 is quite a bit (more or less 41%) better at anisotropic filtering than the Radeon R7 250. (explain)
Pixel RateThe GeForce GTX 650 will be quite a bit (about 112%) better at anti-aliasing than the Radeon R7 250, and will be capable of handling higher screen 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 (in units of megabytes per second) that can be moved past the external memory interface in one second. It's calculated by multiplying the interface width by its memory speed. If it uses DDR type RAM, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher 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 amount of texture map elements (texels) that can be processed per second. This is calculated by multiplying the total number of texture units by the core 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 in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly write to the local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the number of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.