Compare any two graphics cards:
GeForce 9600 GT 1GB vs Radeon HD 4730
IntroThe GeForce 9600 GT 1GB features a GPU core clock speed of 650 MHz, and the 1024 MB of GDDR3 memory is set to run at 900 MHz through a 256-bit bus. It also is comprised of 64 Stream Processors, 32 TAUs, and 16 ROPs.
Compare all of that to the Radeon HD 4730, which comes with a clock speed of 700 MHz and a GDDR5 memory frequency of 900 MHz. It also uses a 128-bit bus, and uses a 55 nm design. It is comprised of 640(128x5) SPUs, 32 TAUs, and 8 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Both cards have exactly the same bandwidth, so in theory they should perform the same. (explain)
Texel RateThe Radeon HD 4730 will be a small bit (more or less 8%) more effective at AF than the GeForce 9600 GT 1GB. (explain)
Pixel RateThe GeForce 9600 GT 1GB is quite a bit (more or less 86%) better at anti-aliasing than the Radeon HD 4730, and should be able to handle higher screen resolutions without slowing down too much. (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 information (measured in megabytes per second) that can be transferred past the external memory interface within a second. It is worked out 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 DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This figure is worked out by multiplying the total amount of texture units of the card by the core speed of the chip. The better 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 amount of pixels that the graphics chip could possibly record to the local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Raster Operations Pipelines by the clock speed of the card. 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 fill rate is also dependant on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.