Compare any two graphics cards:
Radeon HD 4830 512MB vs Radeon R7 M260X
IntroThe Radeon HD 4830 512MB comes with a clock frequency of 575 MHz and a GDDR3 memory frequency of 900 MHz. It also features a 256-bit memory bus, and makes use of a 55 nm design. It features 640(128x5) SPUs, 32 Texture Address Units, and 16 Raster Operation Units.
Compare those specifications to the Radeon R7 M260X, which features a core clock frequency of 825 MHz and a GDDR5 memory frequency of 1000 MHz. It also makes use of a 128-bit bus, and makes use of a 28 nm design. It is made up of 384 SPUs, 24 TAUs, and 8 Raster Operation Units.
Power Usage and Theoretical Benchmarks
As far as performance goes, the Radeon R7 M260X should theoretically be a little bit better than the Radeon HD 4830 512MB overall. (explain)
Texel RateThe Radeon R7 M260X should be just a bit (approximately 8%) more effective at AF than the Radeon HD 4830 512MB. (explain)
Pixel RateIf using high levels of AA is important to you, then the Radeon HD 4830 512MB is a better choice, 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: Memory bandwidth is the maximum amount of data (measured in megabytes per second) that can be transported past the external memory interface in one second. It is worked out by multiplying the interface width by the speed of its memory. In the case of DDR type RAM, 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 AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied per second. This is worked out by multiplying the total number of texture units 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 applied per second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly write to the local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.