Compare any two graphics cards:
GeForce GTX 1050 3GB vs Radeon R7 250X
IntroThe GeForce GTX 1050 3GB has core speeds of 1392 MHz on the GPU, and 1750 MHz on the 3072 MB of GDDR5 memory. It features 768 SPUs along with 48 Texture Address Units and 24 ROPs.
Compare those specifications to the Radeon R7 250X, which comes with core clock speeds of 1000 MHz on the GPU, and 1125 MHz on the 1024 MB of GDDR5 RAM. It features 640 SPUs as well as 40 Texture Address Units and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 1050 3GB should theoretically be a small bit better than the Radeon R7 250X overall. (explain)
Texel RateThe GeForce GTX 1050 3GB will be quite a bit (approximately 67%) faster with regards to AF than the Radeon R7 250X. (explain)
Pixel RateThe GeForce GTX 1050 3GB will be quite a bit (more or less 109%) better at anti-aliasing than the Radeon R7 250X, and should be capable of handling higher screen resolutions without slowing down too much. (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 information (counted in MB per second) that can be transported over the external memory interface within a second. The number is worked out by multiplying the card's bus width by its memory speed. If the card has DDR RAM, the result should 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 anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This number is worked out by multiplying the total number of texture units of the card 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 applied in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly record to its local memory in one 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 sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.