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GeForce 920M vs Radeon R5 M330

Intro

The GeForce 920M comes with a core clock speed of 954 MHz and a DDR3 memory frequency of 900 MHz. It also uses a 64-bit memory bus, and uses a 28 nm design. It is comprised of 384 SPUs, 32 Texture Address Units, and 8 ROPs.

Compare those specs to the Radeon R5 M330, which features core speeds of 1030 MHz on the GPU, and 900 MHz on the 2048 MB of DDR3 memory. It features 320 SPUs as well as 20 Texture Address Units and 8 ROPs.

Display Graphs

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Power Usage and Theoretical Benchmarks

Memory Bandwidth

Both cards have exactly the same bandwidth, so in theory they should perform the same. (explain)

Texel Rate

The GeForce 920M is a lot (about 48%) better at texture filtering than the Radeon R5 M330. (explain)

GeForce 920M 30528 Mtexels/sec
Radeon R5 M330 20600 Mtexels/sec
Difference: 9928 (48%)

Pixel Rate

If using a high screen resolution is important to you, then the Radeon R5 M330 is a better choice, though only just barely. (explain)

Radeon R5 M330 8240 Mpixels/sec
GeForce 920M 7632 Mpixels/sec
Difference: 608 (8%)

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.

Price Comparison

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GeForce 920M

Amazon.com

Check prices at:

Radeon R5 M330

Amazon.com

Check prices at:

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.

Specifications

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Model GeForce 920M Radeon R5 M330
Manufacturer nVidia AMD
Year March 12 2015 2015
Code Name GK208 Oland
Memory 2048 MB 2048 MB
Core Speed 954 MHz 1030 MHz
Memory Speed 1800 MHz 1800 MHz
Power (Max TDP) (Unknown) watts (Unknown) watts
Bandwidth 14400 MB/sec 14400 MB/sec
Texel Rate 30528 Mtexels/sec 20600 Mtexels/sec
Pixel Rate 7632 Mpixels/sec 8240 Mpixels/sec
Unified Shaders 384 320
Texture Mapping Units 32 20
Render Output Units 8 8
Bus Type DDR3 DDR3
Bus Width 64-bit 64-bit
Fab Process 28 nm 28 nm
Transistors (Unknown) million (Unknown) million
Bus PCIe 3.0 x16 PCIe 3.0 x16
DirectX Version DirectX 12 DirectX 12
OpenGL Version OpenGL 4.5 OpenGL 4.3

Memory Bandwidth: Memory bandwidth is the max amount of information (measured in megabytes per second) that can be moved over the external memory interface in one second. It's calculated by multiplying the card's interface width by its memory speed. If it uses DDR type memory, it should be multiplied by 2 again. If 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 higher screen resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied per second. This figure is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.

Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly record to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.

Display Prices

Hide Prices

GeForce 920M

Amazon.com

Check prices at:

Radeon R5 M330

Amazon.com

Check prices at:

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.

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