Compare any two graphics cards:
GeForce GTX 860M vs Radeon HD 4850 1GB
IntroThe GeForce GTX 860M makes use of a 28 nm design. nVidia has set the core frequency at 797 MHz. The GDDR5 memory works at a frequency of 1000 MHz on this specific model. It features 1152 SPUs along with 96 TAUs and 16 Rasterization Operator Units.
Compare those specs to the Radeon HD 4850 1GB, which makes use of a 55 nm design. AMD has clocked the core speed at 625 MHz. The GDDR4 RAM is set to run at a frequency of 993 MHz on this particular card. It features 800(160x5) SPUs as well as 40 Texture Address Units and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 860M, in theory, should perform a bit faster than the Radeon HD 4850 1GB in general. (explain)
Texel RateThe GeForce GTX 860M should be a lot (more or less 206%) better at AF than the Radeon HD 4850 1GB. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce GTX 860M 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 max amount of information (in units of megabytes per second) that can be transferred over the external memory interface within a second. It is worked out by multiplying the bus width by its memory speed. If it uses DDR RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, 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 are processed per second. This is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the most pixels the video card 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 core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.