Compare any two graphics cards:
Radeon HD 4850 512MB vs Radeon R7 250
IntroThe Radeon HD 4850 512MB has core clock speeds of 625 MHz on the GPU, and 993 MHz on the 512 MB of GDDR3 memory. It features 800(160x5) SPUs along with 40 Texture Address Units and 16 ROPs.
Compare that to the Radeon R7 250, which comes with GPU core speed of 1000 MHz, and 1024 MB of GDDR5 memory running at 1150 MHz through a 128-bit bus. It also is made up of 384 SPUs, 24 Texture Address Units, and 8 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Radeon R7 250 should perform a small bit faster than the Radeon HD 4850 512MB overall. (explain)
Texel RateThe Radeon HD 4850 512MB will be a small bit (approximately 4%) more effective at anisotropic filtering than the Radeon R7 250. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Radeon HD 4850 512MB is a better choice, 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 (counted in MB per second) that can be transferred over the external memory interface in one second. It is worked out by multiplying the card's bus width by its memory speed. If the card has DDR type memory, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the better 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 number of texture map elements (texels) that are processed per second. This number is calculated by multiplying the total number of texture units by the core speed of the chip. The higher this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card can possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out 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 drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the max fill rate.