Compare any two graphics cards:
GeForce GT 210 vs Radeon HD 5450
IntroThe GeForce GT 210 features a GPU clock speed of 589 MHz, and the 512 MB of DDR3 memory is set to run at 800 MHz through a 64-bit bus. It also is comprised of 16 SPUs, 8 TAUs, and 4 ROPs.
Compare that to the Radeon HD 5450, which comes with GPU core speed of 650 MHz, and 512 MB of DDR3 RAM set to run at 800 MHz through a 64-bit bus. It also is comprised of 80(16x5) SPUs, 8 TAUs, and 4 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Both cards have exactly the same memory bandwidth, so theoretically they should have identical performance. (explain)
Texel RateThe Radeon HD 5450 is a little bit (about 10%) more effective at texture filtering than the GeForce GT 210. (explain)
Pixel RateThe Radeon HD 5450 will be a bit (about 10%) faster with regards to FSAA than the GeForce GT 210, and also will be able to handle higher screen 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: Memory bandwidth is the maximum amount of data (in units of megabytes per second) that can be transferred across the external memory interface in one second. It's worked out by multiplying the card's interface width by the speed of its memory. In the case of DDR memory, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one 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 the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly record to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.