Compare any two graphics cards:
GeForce GT 240 GDDR5 vs Radeon R7 250
IntroThe GeForce GT 240 GDDR5 uses a 40 nm design. nVidia has clocked the core speed at 550 MHz. The GDDR5 memory works at a frequency of 850 MHz on this particular model. It features 96 SPUs as well as 32 Texture Address Units and 8 ROPs.
Compare that to the Radeon R7 250, which features a clock frequency of 1000 MHz and a GDDR5 memory speed 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 Texture Address Units, and 8 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the Radeon R7 250 should be a lot faster than the GeForce GT 240 GDDR5 overall. (explain)
Texel RateThe Radeon R7 250 will be much (about 36%) better 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 able to handle 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: Memory bandwidth is the max amount of information (measured in megabytes per second) that can be moved past the external memory interface within a second. The number is worked out by multiplying the card's interface width by its memory clock speed. If it uses DDR type RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the bandwidth is, 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 texture map elements (texels) that are applied in one second. This number is calculated by multiplying the total number of texture units of the card by the core speed of the chip. The higher this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip can possibly record to its local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the amount 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 quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.