Compare any two graphics cards:
GeForce GT 210 vs Radeon HD 5450
IntroThe GeForce GT 210 features clock speeds of 589 MHz on the GPU, and 800 MHz on the 512 MB of DDR3 memory. It features 16 SPUs as well as 8 TAUs and 4 Rasterization Operator Units.
Compare those specifications to the Radeon HD 5450, which comes with a clock speed of 650 MHz and a DDR3 memory speed of 800 MHz. It also makes use of a 64-bit memory bus, and makes use of a 40 nm design. It is comprised of 80(16x5) SPUs, 8 Texture Address Units, and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Both cards have exactly the same bandwidth, so theoretically they should have the same performance. (explain)
Texel RateThe Radeon HD 5450 is just a bit (approximately 10%) more effective at texture filtering than the GeForce GT 210. (explain)
Pixel RateThe Radeon HD 5450 will be just a bit (about 10%) better at anti-aliasing than the GeForce GT 210, and capable of handling higher resolutions while still performing well. (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 MB per second) that can be transferred across the external memory interface within a second. It is calculated by multiplying the card's bus width by the speed of its memory. In the case of DDR memory, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied per second. This is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The higher the texel rate, 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 maximum number of pixels that the graphics card can possibly record to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the number of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on quite a few 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.