Compare any two graphics cards:
GeForce GT 240 GDDR5 vs Radeon R7 250
IntroThe GeForce GT 240 GDDR5 has a core clock speed of 550 MHz and a GDDR5 memory frequency of 850 MHz. It also uses a 128-bit bus, and uses a 40 nm design. It is comprised of 96 SPUs, 32 Texture Address Units, and 8 ROPs.
Compare those specifications to the Radeon R7 250, which features a core clock frequency of 1000 MHz and a GDDR5 memory frequency of 1150 MHz. It also features a 128-bit bus, and uses a 28 nm design. It is made up of 384 SPUs, 24 TAUs, and 8 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the Radeon R7 250 should perform quite a bit faster than the GeForce GT 240 GDDR5 overall. (explain)
Texel RateThe Radeon R7 250 is much (more or less 36%) more effective at texture filtering than the GeForce GT 240 GDDR5. (explain)
Pixel RateThe Radeon R7 250 is a lot (approximately 82%) faster with regards to anti-aliasing than the GeForce GT 240 GDDR5, and also will be capable of handling higher resolutions better. (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 largest amount of data (counted in MB per second) that can be moved over the external memory interface in one second. It's calculated by multiplying the bus width by its memory speed. In the case of DDR type RAM, the result should be multiplied by 2 once 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 higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This figure is worked out by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly write to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.