Compare any two graphics cards:
GeForce GTX 650 vs Radeon R7 250
IntroThe GeForce GTX 650 features a core clock speed of 1058 MHz and a GDDR5 memory frequency of 1250 MHz. It also makes use of a 128-bit bus, and makes use of a 28 nm design. It is made up of 384 SPUs, 32 TAUs, and 16 ROPs.
Compare those specs to the Radeon R7 250, which features GPU clock speed of 1000 MHz, and 1024 MB of GDDR5 RAM running at 1150 MHz through a 128-bit bus. It also is comprised of 384 SPUs, 24 TAUs, and 8 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 650 is 9% quicker than the Radeon R7 250 in general, because of its greater data rate. (explain)
Texel RateThe GeForce GTX 650 will be a lot (about 41%) faster with regards to anisotropic filtering than the Radeon R7 250. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce GTX 650 is a better choice, and very much so. (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 data (counted in megabytes per second) that can be moved past the external memory interface in a second. It's worked out by multiplying the card's interface width by its memory clock speed. In the case of DDR memory, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, 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 amount of texture map elements (texels) that are processed in one second. This figure is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly record to the local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the number of Render Output Units by the the card's clock speed. 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 also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.