Compare any two graphics cards:
GeForce GTS 250 1GB vs Radeon HD 4830 1GB
IntroThe GeForce GTS 250 1GB comes with core speeds of 738 MHz on the GPU, and 1100 MHz on the 1024 MB of GDDR3 RAM. It features 128 SPUs along with 64 TAUs and 16 ROPs.Compare that to the Radeon HD 4830 1GB, which makes use of a 55 nm design. ATi has clocked the core frequency at 575 MHz. The GDDR4 RAM is set to run at a speed of 900 MHz on this particular card. It features 640(128x5) SPUs as well as 32 Texture Address Units and 16 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthIn theory, the GeForce GTS 250 1GB should be 22% quicker than the Radeon HD 4830 1GB overall, because of its greater data rate. (explain)
Texel RateThe GeForce GTS 250 1GB will be a lot (more or less 157%) faster with regards to texture filtering than the Radeon HD 4830 1GB. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTS 250 1GB is a better choice, by a large margin. (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: Memory bandwidth is the maximum amount of data (in units of megabytes per second) that can be moved past the external memory interface within a second. It is worked out by multiplying the card's bus width by the speed of its memory. If it uses DDR RAM, it must 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 anti-aliasing, High Dynamic Range and high resolutions. Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed per second. This is worked out by multiplying the total texture units by the core clock speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second. Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly write to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.
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