Compare any two graphics cards:
GeForce GT 1030 vs Radeon HD 3850 1GB
IntroThe GeForce GT 1030 uses a 16 nm design. nVidia has clocked the core frequency at 1265 MHz. The GDDR5 memory is set to run at a speed of 1502 MHz on this particular card. It features 384 SPUs along with 32 Texture Address Units and 16 Rasterization Operator Units.
Compare all that to the Radeon HD 3850 1GB, which comes with core speeds of 668 MHz on the GPU, and 828 MHz on the 1024 MB of GDDR3 RAM. It features 320(64x5) SPUs along with 16 Texture Address Units and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Radeon HD 3850 1GB should be just a bit faster than the GeForce GT 1030 in general. (explain)
Texel RateThe GeForce GT 1030 will be a lot (about 279%) faster with regards to AF than the Radeon HD 3850 1GB. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce GT 1030 is a better choice, and very much so. (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 (in units of MB per second) that can be moved past 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 memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This number is calculated by multiplying the total number of texture units by the core speed of the chip. The higher the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card can possibly write to the local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.