Compare any two graphics cards:
GeForce GTX 860M vs Radeon HD 4830 512MB
IntroThe GeForce GTX 860M has a core clock speed of 797 MHz and a GDDR5 memory frequency of 1000 MHz. It also uses a 128-bit bus, and makes use of a 28 nm design. It features 1152 SPUs, 96 TAUs, and 16 Raster Operation Units.
Compare those specs to the Radeon HD 4830 512MB, which features core speeds of 575 MHz on the GPU, and 900 MHz on the 512 MB of GDDR3 memory. It features 640(128x5) SPUs along with 32 Texture Address Units and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 860M should theoretically perform a little bit faster than the Radeon HD 4830 512MB overall. (explain)
Texel RateThe GeForce GTX 860M is a lot (more or less 316%) better at AF than the Radeon HD 4830 512MB. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the GeForce GTX 860M is superior to the Radeon HD 4830 512MB, 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 max amount of information (counted in MB per second) that can be transported past the external memory interface in one second. The number is calculated by multiplying the card's bus width by the speed of its memory. In the case of DDR memory, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the better 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 texture map elements (texels) that are applied in one second. This is worked out by multiplying the total amount of texture units of the card by the core clock speed of the chip. The better this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the most pixels the video card can possibly write to its local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Render Output Units 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 rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.