Compare any two graphics cards:
GeForce GTX 860M vs Radeon HD 4830 512MB
IntroThe GeForce GTX 860M comes with a clock frequency of 797 MHz and a GDDR5 memory speed of 1000 MHz. It also makes use of a 128-bit bus, and uses a 28 nm design. It features 1152 SPUs, 96 Texture Address Units, and 16 ROPs.
Compare those specifications to the Radeon HD 4830 512MB, which features GPU clock speed of 575 MHz, and 512 MB of GDDR3 memory set to run at 900 MHz through a 256-bit bus. It also features 640(128x5) SPUs, 32 Texture Address Units, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 860M is 11% faster than the Radeon HD 4830 512MB overall, due to its higher data rate. (explain)
Texel RateThe GeForce GTX 860M should be a lot (approximately 316%) better at texture filtering than the Radeon HD 4830 512MB. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce GTX 860M is a better choice, 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: Bandwidth is the max amount of information (measured in megabytes per second) that can be transferred across the external memory interface in a second. It is worked out by multiplying the interface width by its memory clock speed. If it uses DDR RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the 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 are processed in one second. This is worked out by multiplying the total amount of 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 applied per second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card can possibly write to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Render Output Units by the clock speed of the card. 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 also depends on quite a few 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.