Compare any two graphics cards:
GeForce 825M vs Radeon HD 5450
IntroThe GeForce 825M features a GPU core clock speed of 850 MHz, and the 2048 MB of DDR3 memory runs at 900 MHz through a 64-bit bus. It also is comprised of 384 SPUs, 16 TAUs, and 8 Raster Operation Units.
Compare those specs to the Radeon HD 5450, which has GPU core speed of 650 MHz, and 512 MB of DDR3 RAM set to run at 800 MHz through a 64-bit bus. It also is comprised of 80(16x5) SPUs, 8 TAUs, and 4 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce 825M should in theory be a bit faster than the Radeon HD 5450 overall. (explain)
Texel RateThe GeForce 825M should be a lot (more or less 162%) more effective at anisotropic filtering than the Radeon HD 5450. (explain)
Pixel RateThe GeForce 825M will be much (about 162%) faster with regards to FSAA than the Radeon HD 5450, and also able to handle higher resolutions while still performing well. (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 data (measured in MB per second) that can be transported across the external memory interface in one second. It is calculated by multiplying the card's interface width by its memory clock speed. In the case of DDR type RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed in one second. This number 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 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 maximum number of pixels the video card could possibly record to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.