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 frequency at 1058 MHz. The GDDR5 memory works at a frequency of 1250 MHz on this particular card. It features 384 SPUs along with 32 TAUs and 16 ROPs.
Compare those specs to the Radeon R7 250, which has a core clock speed of 1000 MHz and a GDDR5 memory frequency of 1150 MHz. It also makes use of a 128-bit bus, and uses a 28 nm design. It is made up of 384 SPUs, 24 TAUs, and 8 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 650 will be 9% quicker than the Radeon R7 250 overall, because of its higher bandwidth. (explain)
Texel RateThe GeForce GTX 650 is much (about 41%) better 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 a large margin. (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 max amount of information (measured in megabytes per second) that can be transported over the external memory interface within a second. It is worked out by multiplying the bus width by its memory speed. If the card has DDR memory, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed in one second. This number is calculated by multiplying the total amount of texture units of the card 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 processed in one second.
Pixel Rate: Pixel rate is the most pixels the video card can possibly write to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the max fill rate.