Compare any two graphics cards:
GeForce 820M vs Radeon HD 5450
IntroThe GeForce 820M comes with a core clock speed of 719 MHz and a DDR3 memory speed of 1000 MHz. It also makes use of a 64-bit bus, and makes use of a 28 nm design. It is comprised of 96 SPUs, 16 Texture Address Units, and 4 ROPs.
Compare those specifications to the Radeon HD 5450, which comes with clock speeds of 650 MHz on the GPU, and 800 MHz on the 512 MB of DDR3 RAM. It features 80(16x5) SPUs along with 8 TAUs and 4 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce 820M should theoretically perform a lot faster than the Radeon HD 5450 overall. (explain)
Texel RateThe GeForce 820M is quite a bit (approximately 121%) more effective at anisotropic filtering than the Radeon HD 5450. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce 820M is superior to the Radeon HD 5450, though not 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 largest amount of information (counted in megabytes per second) that can be transferred across the external memory interface within a second. The number is worked out by multiplying the card's bus width by its memory speed. If it uses DDR memory, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied per second. This figure is worked out by multiplying the total texture units by the core clock speed of the chip. The higher this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly record to its local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.