Compare any two graphics cards:
GeForce GT 1030 vs Radeon HD 4830 512MB
IntroThe GeForce GT 1030 has a core clock frequency of 1265 MHz and a GDDR5 memory speed of 1502 MHz. It also uses a 64-bit bus, and makes use of a 16 nm design. It features 384 SPUs, 32 Texture Address Units, and 16 ROPs.
Compare those specs to the Radeon HD 4830 512MB, which has a core clock frequency of 575 MHz and a GDDR3 memory frequency of 900 MHz. It also makes use of a 256-bit bus, and makes use of a 55 nm design. It features 640(128x5) SPUs, 32 Texture Address Units, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Radeon HD 4830 512MB should perform a little bit faster than the GeForce GT 1030 overall. (explain)
Texel RateThe GeForce GT 1030 will be a lot (more or less 120%) faster with regards to AF than the Radeon HD 4830 512MB. (explain)
Pixel RateThe GeForce GT 1030 will be a lot (about 120%) better at anti-aliasing than the Radeon HD 4830 512MB, and 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 maximum amount of data (measured in megabytes per second) that can be moved over the external memory interface in a second. It's worked out by multiplying the card's interface width by its memory speed. If the card has DDR type memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. 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 per second. This number is calculated by multiplying the total texture units by the core clock 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 per second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly record to the local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.