Compare any two graphics cards:
GeForce 940M vs Radeon HD 4770
IntroThe GeForce 940M comes with a clock speed of 1072 MHz and a DDR3 memory speed of 1000 MHz. It also uses a 64-bit bus, and uses a 28 nm design. It features 384 SPUs, 24 Texture Address Units, and 8 Raster Operation Units.
Compare all of that to the Radeon HD 4770, which comes with a core clock speed of 750 MHz and a GDDR5 memory frequency of 800 MHz. It also makes use of a 128-bit bus, and makes use of a 40 nm design. It is made up of 640(128x5) SPUs, 32 Texture Address Units, and 16 ROPs.
Power Usage and Theoretical Benchmarks
In theory, the Radeon HD 4770 will be 220% quicker than the GeForce 940M overall, due to its higher bandwidth. (explain)
Texel RateThe GeForce 940M is a little bit (about 7%) faster with regards to anisotropic filtering than the Radeon HD 4770. (explain)
Pixel RateIf using a high resolution is important to you, then the Radeon HD 4770 is the winner, and very much so. (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 maximum amount of data (counted in MB per second) that can be moved over the external memory interface in one second. It's worked out by multiplying the bus width by its memory clock speed. If the card has DDR memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, 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 amount of texture map elements (texels) that are processed per second. This number is calculated by multiplying the total number of texture units by the core clock speed of the chip. The higher the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card can possibly record to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.