Compare any two graphics cards:
GeForce GTS 250 512MB vs Radeon HD 4830 512MB
IntroThe GeForce GTS 250 512MB comes with a core clock speed of 738 MHz and a GDDR3 memory frequency of 1100 MHz. It also uses a 256-bit memory bus, and makes use of a 65/55 nm design. It is made up of 128 SPUs, 64 TAUs, and 16 ROPs.Compare those specs to the Radeon HD 4830 512MB, which features core speeds of 575 MHz on the GPU, and 900 MHz on the 512 MB of GDDR3 memory. It features 640(128x5) SPUs along with 32 TAUs and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthTheoretically speaking, the GeForce GTS 250 512MB should perform a lot faster than the Radeon HD 4830 512MB overall. (explain)
Texel RateThe GeForce GTS 250 512MB should be much (more or less 157%) better at texture filtering than the Radeon HD 4830 512MB. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce GTS 250 512MB is superior to the Radeon HD 4830 512MB, by far. (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.
Specifications
Memory Bandwidth: Bandwidth is the maximum amount of information (counted in megabytes per second) that can be moved past the external memory interface in a second. The number is worked out by multiplying the interface width by the speed of its memory. In the case of DDR RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions. Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied per second. This number is calculated by multiplying the total amount of texture units of the card by the core speed of the chip. The better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second. Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly record to its local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on lots of other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.
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