Compare any two graphics cards:
GeForce GT 310 vs Radeon R7 250X
IntroThe GeForce GT 310 has a GPU core speed of 589 MHz, and the 512 MB of DDR2 memory is set to run at 1000 MHz through a 64-bit bus. It also is comprised of 16 SPUs, 8 Texture Address Units, and 4 ROPs.
Compare those specifications to the Radeon R7 250X, which comes with a core clock frequency of 1000 MHz and a GDDR5 memory frequency of 1125 MHz. It also makes use of a 128-bit memory bus, and makes use of a 28 nm design. It is comprised of 640 SPUs, 40 Texture Address Units, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the Radeon R7 250X should in theory be much better than the GeForce GT 310 overall. (explain)
Texel RateThe Radeon R7 250X should be a lot (about 749%) more effective at texture filtering than the GeForce GT 310. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Radeon R7 250X is superior to the GeForce GT 310, 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 across the external memory interface in a second. The number is worked out by multiplying the interface width by its memory speed. If the card has DDR type memory, it should be multiplied by 2 again. If 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 higher screen 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 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 card could possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.