Compare any two graphics cards:
Radeon HD 4830 512MB vs Radeon HD 5830
IntroThe Radeon HD 4830 512MB uses a 55 nm design. AMD has clocked the core speed at 575 MHz. The GDDR3 memory runs at a speed of 900 MHz on this model. It features 640(128x5) SPUs along with 32 Texture Address Units and 16 Rasterization Operator Units.
Compare that to the Radeon HD 5830, which has core clock speeds of 800 MHz on the GPU, and 1000 MHz on the 1024 MB of GDDR5 memory. It features 1120(224x5) SPUs along with 56 TAUs and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 5830 should theoretically perform a lot faster than the Radeon HD 4830 512MB overall. (explain)
Texel RateThe Radeon HD 5830 will be a lot (about 143%) better at AF than the Radeon HD 4830 512MB. (explain)
Pixel RateThe Radeon HD 5830 will be quite a bit (approximately 39%) faster with regards to full screen anti-aliasing than the Radeon HD 4830 512MB, and capable of handling higher screen 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 MB per second) that can be moved over the external memory interface within a second. The number is worked out by multiplying the card's interface width by its memory clock speed. In the case of DDR RAM, it must 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 high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed per second. This number is calculated by multiplying the total amount of texture units of the card by the core speed of the chip. The higher this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly write to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.