Compare any two graphics cards:
GeForce 8600 GT 512MB DDR2 vs Radeon HD 4730
IntroThe GeForce 8600 GT 512MB DDR2 makes use of a 80 nm design. nVidia has set the core speed at 540 MHz. The DDR2 RAM runs at a speed of 400 MHz on this card. It features 32 SPUs as well as 16 TAUs and 8 Rasterization Operator Units.
Compare those specs to the Radeon HD 4730, which has GPU clock speed of 700 MHz, and 512 MB of GDDR5 RAM running at 900 MHz through a 128-bit bus. It also features 640(128x5) SPUs, 32 TAUs, and 8 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Radeon HD 4730 should perform quite a bit faster than the GeForce 8600 GT 512MB DDR2 in general. (explain)
Texel RateThe Radeon HD 4730 should be quite a bit (approximately 159%) better at AF than the GeForce 8600 GT 512MB DDR2. (explain)
Pixel RateThe Radeon HD 4730 should be quite a bit (more or less 30%) faster with regards to anti-aliasing than the GeForce 8600 GT 512MB DDR2, and also should be able to handle higher resolutions more effectively. (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 max amount of information (measured in MB per second) that can be moved over the external memory interface in one second. The number is worked out by multiplying the card's interface width by its memory clock speed. In the case of DDR 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, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed in one second. This is calculated by multiplying the total texture units by the core clock speed of the chip. The higher this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly record to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.