Compare any two graphics cards:
Radeon HD 4850 512MB vs Radeon R7 250
IntroThe Radeon HD 4850 512MB uses a 55 nm design. AMD has clocked the core speed at 625 MHz. The GDDR3 RAM works at a speed of 993 MHz on this model. It features 800(160x5) SPUs as well as 40 Texture Address Units and 16 Rasterization Operator Units.
Compare that to the Radeon R7 250, which comes with a clock speed of 1000 MHz and a GDDR5 memory speed of 1150 MHz. It also uses a 128-bit bus, and makes use of a 28 nm design. It is made up of 384 SPUs, 24 Texture Address Units, and 8 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon R7 250, in theory, should be a little bit faster than the Radeon HD 4850 512MB in general. (explain)
Texel RateThe Radeon HD 4850 512MB should be a bit (about 4%) more effective at AF than the Radeon R7 250. (explain)
Pixel RateIf using a high resolution is important to you, then the Radeon HD 4850 512MB is superior to the Radeon R7 250, 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 maximum amount of information (measured in MB per second) that can be moved past the external memory interface within a second. It's calculated by multiplying the bus width by its memory clock speed. If the card has DDR type memory, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This figure is worked out 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 texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number 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 fill rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.