Compare any two graphics cards:
GeForce 9800 GTX+ vs Radeon HD 4850 1GB
IntroThe GeForce 9800 GTX+ uses a 55 nm design. nVidia has clocked the core frequency at 738 MHz. The GDDR3 memory is set to run at a speed of 1100 MHz on this particular model. It features 128 SPUs along with 64 Texture Address Units and 16 ROPs.
Compare all that to the Radeon HD 4850 1GB, which comes with core speeds of 625 MHz on the GPU, and 993 MHz on the 1024 MB of GDDR4 RAM. It features 800(160x5) SPUs as well as 40 Texture Address Units and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce 9800 GTX+ should in theory be a small bit better than the Radeon HD 4850 1GB overall. (explain)
Texel RateThe GeForce 9800 GTX+ should be much (more or less 89%) more effective at AF than the Radeon HD 4850 1GB. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce 9800 GTX+ is a better choice, but not 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 largest amount of information (measured in megabytes per second) that can be moved past the external memory interface within a second. The number is worked out by multiplying the interface width by its memory clock speed. If it uses DDR type memory, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied per 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 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 video card can possibly record to the local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the number of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the max fill rate.