Compare any two graphics cards:
GeForce GT 240 GDDR5 vs Radeon R7 250
IntroThe GeForce GT 240 GDDR5 makes use of a 40 nm design. nVidia has clocked the core frequency at 550 MHz. The GDDR5 RAM is set to run at a speed of 850 MHz on this particular model. It features 96 SPUs along with 32 Texture Address Units and 8 ROPs.
Compare that to the Radeon R7 250, which makes use of a 28 nm design. AMD has clocked the core frequency at 1000 MHz. The GDDR5 memory is set to run at a speed of 1150 MHz on this specific card. It features 384 SPUs along with 24 TAUs and 8 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon R7 250 should theoretically perform much faster than the GeForce GT 240 GDDR5 in general. (explain)
Texel RateThe Radeon R7 250 should be quite a bit (approximately 36%) faster with regards to AF than the GeForce GT 240 GDDR5. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the Radeon R7 250 is the winner, 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: Memory bandwidth is the max amount of data (in units of megabytes 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 RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, 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 number is calculated by multiplying the total texture units by the core speed of the chip. The higher the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly record to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the number of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.