Compare any two graphics cards:
GeForce 810M vs Radeon R5 M330
IntroThe GeForce 810M makes use of a 28 nm design. nVidia has set the core frequency at 738 MHz. The DDR3 memory runs at a speed of 900 MHz on this specific model. It features 48 SPUs along with 8 TAUs and 4 Rasterization Operator Units.
Compare all that to the Radeon R5 M330, which features a core clock frequency of 1030 MHz and a DDR3 memory speed of 900 MHz. It also features a 64-bit memory bus, and makes use of a 28 nm design. It features 320 SPUs, 20 TAUs, and 8 ROPs.
Power Usage and Theoretical Benchmarks
Both cards have exactly the same memory bandwidth, so theoretically they should perform the same. (explain)
Texel RateThe Radeon R5 M330 will be quite a bit (about 249%) better at anisotropic filtering than the GeForce 810M. (explain)
Pixel RateIf running with high levels of AA is important to you, then the Radeon R5 M330 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: Bandwidth is the maximum amount of data (counted in megabytes per second) that can be transported across the external memory interface within a second. It is calculated by multiplying the interface width by the speed of its memory. In the case of DDR type memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's 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 amount of texture map elements (texels) that can be applied per second. This number is worked out by multiplying the total amount of texture units by the core speed of the chip. The better the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card can possibly write to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of ROPs 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 get to the max fill rate.