Compare any two graphics cards:
GeForce 830M vs Radeon R5 M230
IntroThe GeForce 830M comes with a GPU clock speed of 1029 MHz, and the 2048 MB of DDR3 RAM is set to run at 900 MHz through a 64-bit bus. It also is made up of 256 SPUs, 16 Texture Address Units, and 8 Raster Operation Units.
Compare all that to the Radeon R5 M230, which makes use of a 28 nm design. AMD has clocked the core speed at 780 MHz. The DDR3 memory is set to run at a speed of 1000 MHz on this specific card. It features 320 SPUs as well as 20 Texture Address Units and 4 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
As far as performance goes, the Radeon R5 M230 should theoretically be a small bit better than the GeForce 830M overall. (explain)
Texel RateThe GeForce 830M will be just a bit (approximately 6%) faster with regards to AF than the Radeon R5 M230. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce 830M is a better choice, by a large margin. (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 largest amount of data (measured in MB per second) that can be moved past the external memory interface in one second. It's worked out by multiplying the bus width by the speed of its memory. If it uses DDR RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This is worked out by multiplying the total texture units by the core speed of the chip. The better the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly record to its local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.