Compare any two graphics cards:
GeForce GTX 950M vs Radeon HD 3650 256MB
IntroThe GeForce GTX 950M makes use of a 28 nm design. nVidia has clocked the core frequency at 914 MHz. The DDR3 RAM is set to run at a speed of 1000 MHz on this particular model. It features 640 SPUs along with 40 TAUs and 16 ROPs.
Compare all that to the Radeon HD 3650 256MB, which comes with core clock speeds of 725 MHz on the GPU, and 800 MHz on the 256 MB of DDR2 memory. It features 120(24x5) SPUs along with 8 Texture Address Units and 4 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 950M will be 25% faster than the Radeon HD 3650 256MB in general, due to its higher data rate. (explain)
Texel RateThe GeForce GTX 950M will be a lot (more or less 530%) more effective at AF than the Radeon HD 3650 256MB. (explain)
Pixel RateThe GeForce GTX 950M will be much (more or less 404%) faster with regards to FSAA than the Radeon HD 3650 256MB, and also should be able to handle higher resolutions more effectively. (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 transferred across the external memory interface in a second. It is worked out by multiplying the interface width by its memory clock speed. If it uses DDR type RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed per second. This is calculated by multiplying the total texture units of the card by the core 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 processed in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card could possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.