Compare any two graphics cards:
GeForce 8300 GS (OEM) vs Radeon HD 4350
IntroThe GeForce 8300 GS (OEM) features clock speeds of 450 MHz on the GPU, and 400 MHz on the 128 MB of DDR2 memory. It features 8 SPUs along with 4 Texture Address Units and 2 ROPs.
Compare those specs to the Radeon HD 4350, which has a clock speed of 575 MHz and a DDR2 memory frequency of 500 MHz. It also features a 64-bit bus, and makes use of a 55 nm design. It is comprised of 80(16x5) SPUs, 8 Texture Address Units, and 4 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 4350 should in theory perform quite a bit faster than the GeForce 8300 GS (OEM) overall. (explain)
Texel RateThe Radeon HD 4350 is quite a bit (more or less 156%) more effective at AF than the GeForce 8300 GS (OEM). (explain)
Pixel RateIf running with a high resolution is important to you, then the Radeon HD 4350 is the winner, 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: Memory bandwidth is the largest amount of data (measured in MB per second) that can be transported over the external memory interface in a second. It's worked out by multiplying the interface width by its memory clock speed. If the card has DDR RAM, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed per second. This number is calculated by multiplying the total texture units by the core speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly write 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 card's clock speed. 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 rate also depends on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.