Compare any two graphics cards:
Radeon HD 5450 vs Radeon R7 M360
IntroThe Radeon HD 5450 uses a 40 nm design. AMD has clocked the core frequency at 650 MHz. The DDR3 RAM works at a frequency of 800 MHz on this model. It features 80(16x5) SPUs along with 8 TAUs and 4 Rasterization Operator Units.
Compare those specifications to the Radeon R7 M360, which makes use of a 28 nm design. AMD has set the core frequency at 1125 MHz. The DDR3 memory is set to run at a frequency of 1000 MHz on this particular card. It features 384 SPUs along with 24 TAUs and 8 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Theoretically speaking, the Radeon R7 M360 should perform a lot faster than the Radeon HD 5450 overall. (explain)
Texel RateThe Radeon R7 M360 is quite a bit (more or less 419%) more effective at texture filtering than the Radeon HD 5450. (explain)
Pixel RateThe Radeon R7 M360 will be much (about 246%) more effective at anti-aliasing than the Radeon HD 5450, and also able to handle higher screen resolutions better. (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 information (in units of MB per second) that can be transferred over the external memory interface in one second. It's calculated by multiplying the card's bus width by the speed of its memory. If the card has DDR type memory, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This is calculated by multiplying the total number of texture units by the core speed of the chip. The higher the texel rate, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly write to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.