Compare any two graphics cards:
GeForce GT 130 vs Radeon HD 4550 256MB
IntroThe GeForce GT 130 features a GPU clock speed of 500 MHz, and the 768 MB of DDR2 RAM runs at 250 MHz through a 192-bit bus. It also is made up of 48 SPUs, 24 TAUs, and 16 ROPs.
Compare all of that to the Radeon HD 4550 256MB, which comes with GPU clock speed of 600 MHz, and 256 MB of DDR3 RAM running at 800 MHz through a 64-bit bus. It also is made up of 80(16x5) SPUs, 8 TAUs, and 4 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the Radeon HD 4550 256MB should in theory be a little bit better than the GeForce GT 130 in general. (explain)
Texel RateThe GeForce GT 130 should be a lot (more or less 150%) better at texture filtering than the Radeon HD 4550 256MB. (explain)
Pixel RateThe GeForce GT 130 will be a lot (more or less 233%) faster with regards to FSAA than the Radeon HD 4550 256MB, and also should be able to handle 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: Bandwidth is the largest amount of data (in units of megabytes per second) that can be transferred past the external memory interface in a second. The number is worked out by multiplying the bus width by its memory speed. In the case of DDR memory, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the faster 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 in one second. This figure is worked out by multiplying the total number of texture units of the card by the core speed of the chip. The higher the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly record to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). 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 reach the maximum fill rate.