Compare any two graphics cards:
GeForce GTX 1050 3GB vs Radeon HD 4790
IntroThe GeForce GTX 1050 3GB comes with core clock speeds of 1392 MHz on the GPU, and 1750 MHz on the 3072 MB of GDDR5 RAM. It features 768 SPUs as well as 48 TAUs and 24 Rasterization Operator Units.
Compare those specs to the Radeon HD 4790, which has a clock speed of 600 MHz and a GDDR5 memory speed of 800 MHz. It also makes use of a 256-bit memory bus, and makes use of a 55 nm design. It features 640(128x5) SPUs, 32 TAUs, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Performance-wise, the Radeon HD 4790 should theoretically be a little bit better than the GeForce GTX 1050 3GB in general. (explain)
Texel RateThe GeForce GTX 1050 3GB will be quite a bit (more or less 248%) better at AF than the Radeon HD 4790. (explain)
Pixel RateThe GeForce GTX 1050 3GB will be much (approximately 248%) better at anti-aliasing than the Radeon HD 4790, and capable of handling higher screen resolutions better. (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 (in units of megabytes per second) that can be transported across the external memory interface in a second. It is worked out by multiplying the interface width by its memory speed. If the card has DDR type memory, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the 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 texture map elements (texels) that are processed in one second. This figure is worked out by multiplying the total amount of texture units of the card by the core clock 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 in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly write to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.