Compare any two graphics cards:
GeForce 8800 GTS (G80) 640MB vs Radeon HD 4650 1GB
IntroThe GeForce 8800 GTS (G80) 640MB comes with a clock frequency of 513 MHz and a GDDR3 memory frequency of 792 MHz. It also makes use of a 320-bit bus, and makes use of a 90 nm design. It is made up of 96 SPUs, 48 Texture Address Units, and 20 ROPs.
Compare those specifications to the Radeon HD 4650 1GB, which comes with clock speeds of 600 MHz on the GPU, and 700 MHz on the 1024 MB of GDDR3 memory. It features 320(64x5) SPUs as well as 32 TAUs and 8 Rasterization Operator Units.
(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 much faster than the Radeon HD 4650 1GB in general. (explain)
Texel RateThe GeForce 8800 GTS (G80) 640MB is a lot (about 28%) faster with regards to texture filtering than the Radeon HD 4650 1GB. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce 8800 GTS (G80) 640MB is superior to the Radeon HD 4650 1GB, by a large margin. (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 data (measured in MB per second) that can be transported over the external memory interface in a second. The number is calculated by multiplying the bus width by the speed of its memory. If it uses DDR type RAM, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied per second. This number is worked out by multiplying the total texture units by the core clock speed of the chip. The higher this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly record to the 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 card's clock speed. 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 fill rate is also dependant on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.