Compare any two graphics cards:
GeForce GTS 250 512MB vs Radeon HD 4850 2GB
IntroThe GeForce GTS 250 512MB has a GPU core clock speed of 738 MHz, and the 512 MB of GDDR3 memory is set to run at 1100 MHz through a 256-bit bus. It also is comprised of 128 Stream Processors, 64 TAUs, and 16 ROPs.
Compare those specifications to the Radeon HD 4850 2GB, which has GPU core speed of 625 MHz, and 2048 MB of GDDR4 RAM running at 993 MHz through a 256-bit bus. It also is made up of 800(160x5) SPUs, 40 TAUs, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTS 250 512MB should theoretically be just a bit faster than the Radeon HD 4850 2GB overall. (explain)
Texel RateThe GeForce GTS 250 512MB is quite a bit (approximately 89%) better at AF than the Radeon HD 4850 2GB. (explain)
Pixel RateThe GeForce GTS 250 512MB is a bit (approximately 18%) more effective at FSAA than the Radeon HD 4850 2GB, and also will be capable of handling higher screen resolutions better. (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 maximum amount of information (measured in MB per second) that can be moved past the external memory interface within a second. The number is worked out by multiplying the card's bus width by the speed of its memory. If the card has DDR type RAM, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, 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 texture map elements (texels) that are applied per second. This number is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly write to the local memory per second - measured in millions of pixels per second. Pixel rate is calculated 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 fill rate is also dependant on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.