Compare any two graphics cards:
GeForce 9800 GTX vs Radeon HD 4730
IntroThe GeForce 9800 GTX features a GPU core speed of 675 MHz, and the 512 MB of GDDR3 memory runs at 1100 MHz through a 256-bit bus. It also is comprised of 128 SPUs, 64 Texture Address Units, and 16 Raster Operation Units.
Compare that to the Radeon HD 4730, which makes use of a 55 nm design. AMD has clocked the core frequency at 700 MHz. The GDDR5 memory works at a speed of 900 MHz on this model. It features 640(128x5) SPUs as well as 32 Texture Address Units and 8 ROPs.
Power Usage and Theoretical BenchmarksBoth cards have the same power consumption.
The GeForce 9800 GTX should theoretically be much faster than the Radeon HD 4730 overall. (explain)
Texel RateThe GeForce 9800 GTX is a lot (approximately 93%) faster with regards to texture filtering than the Radeon HD 4730. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce 9800 GTX is superior to the Radeon HD 4730, 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: Memory bandwidth is the max amount of data (in units of MB per second) that can be moved past the external memory interface in one second. The number is calculated by multiplying the interface width by its memory clock speed. If it uses DDR memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster 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 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 card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly write to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - also called 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, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.