Compare any two graphics cards:
GeForce 8800 GTS (G80) 640MB vs Radeon HD 4650 1GB
IntroThe GeForce 8800 GTS (G80) 640MB comes with core clock speeds of 513 MHz on the GPU, and 792 MHz on the 640 MB of GDDR3 RAM. It features 96 SPUs as well as 48 Texture Address Units and 20 Rasterization Operator Units.
Compare that to the Radeon HD 4650 1GB, which comes with core speeds of 600 MHz on the GPU, and 700 MHz on the 1024 MB of GDDR3 RAM. It features 320(64x5) SPUs along with 32 Texture Address Units and 8 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce 8800 GTS (G80) 640MB should be a lot faster than the Radeon HD 4650 1GB overall. (explain)
Texel RateThe GeForce 8800 GTS (G80) 640MB is a lot (about 28%) more effective at texture filtering than the Radeon HD 4650 1GB. (explain)
Pixel RateThe GeForce 8800 GTS (G80) 640MB should be much (more or less 114%) faster with regards to FSAA than the Radeon HD 4650 1GB, and will be capable of handling higher resolutions without losing too much performance. (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 data (counted in megabytes per second) that can be moved across the external memory interface in a second. It is calculated by multiplying the card's bus width by its memory speed. If it uses DDR memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed in one second. This number is calculated by multiplying the total number of texture units by the core speed of the chip. The better this number, the better the video card will be at handling 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 can possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate also depends on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the max fill rate.