Compare any two graphics cards:
Radeon HD 4850 512MB vs Radeon R7 250
IntroThe Radeon HD 4850 512MB comes with a core clock frequency of 625 MHz and a GDDR3 memory frequency of 993 MHz. It also makes use of a 256-bit bus, and uses a 55 nm design. It is comprised of 800(160x5) SPUs, 40 Texture Address Units, and 16 Raster Operation Units.
Compare all of that to the Radeon R7 250, which comes with a core clock frequency 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 features 384 SPUs, 24 Texture Address Units, and 8 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon R7 250 should in theory perform just a bit faster than the Radeon HD 4850 512MB overall. (explain)
Texel RateThe Radeon HD 4850 512MB is a small bit (more or less 4%) better at AF than the Radeon R7 250. (explain)
Pixel RateIf running with a high resolution is important to you, then the Radeon HD 4850 512MB 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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Memory bandwidth is the largest amount of data (measured in MB per second) that can be moved across the external memory interface in one second. It is worked out by multiplying the card's bus width by its memory clock speed. If the card has DDR type memory, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed per second. This is worked out by multiplying the total amount of texture units 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 applied in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly write to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of colour ROPs 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 is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.