Compare any two graphics cards:
GeForce 920M vs Radeon HD 4650 512MB
IntroThe GeForce 920M uses a 28 nm design. nVidia has clocked the core speed at 954 MHz. The DDR3 memory is set to run at a frequency of 900 MHz on this model. It features 384 SPUs along with 32 TAUs and 8 Rasterization Operator Units.
Compare those specs to the Radeon HD 4650 512MB, which makes use of a 55 nm design. AMD has clocked the core speed at 600 MHz. The DDR2 RAM works at a speed of 500 MHz on this particular model. It features 320(64x5) SPUs as well as 32 TAUs and 8 ROPs.
Power Usage and Theoretical Benchmarks
Theoretically speaking, the Radeon HD 4650 512MB will be 11% quicker than the GeForce 920M overall, due to its greater data rate. (explain)
Texel RateThe GeForce 920M will be much (approximately 59%) better at texture filtering than the Radeon HD 4650 512MB. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce 920M is a better choice, 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.
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 information (in units of megabytes per second) that can be transported past the external memory interface in one second. The number is calculated by multiplying the card's bus width by its memory speed. If the card has DDR RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied in one second. This number is worked out by multiplying the total amount of texture units by the core clock 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 applied per second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly record to the local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the amount of colour ROPs 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 fill rate is also dependant 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.