Compare any two graphics cards:
GeForce GT 210 vs Radeon HD 5450
IntroThe GeForce GT 210 has a GPU core speed of 589 MHz, and the 512 MB of DDR3 RAM runs at 800 MHz through a 64-bit bus. It also is made up of 16 Stream Processors, 8 Texture Address Units, and 4 Raster Operation Units.
Compare all of that to the Radeon HD 5450, which uses a 40 nm design. AMD has set the core speed at 650 MHz. The DDR3 RAM is set to run at a speed of 800 MHz on this particular model. It features 80(16x5) SPUs as well as 8 TAUs and 4 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
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 will be a small bit (approximately 10%) more effective at texture filtering than the GeForce GT 210. (explain)
Pixel RateIf using high levels of AA is important to you, then the Radeon HD 5450 is the winner, but only just. (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 largest amount of data (counted in megabytes per second) that can be transferred over the external memory interface within a second. The number is worked out by multiplying the bus width by the speed of its memory. If the card has DDR memory, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the better 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 processed per second. This number is worked out by multiplying the total number of texture units of the card by the core clock speed of the chip. The better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly write to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Render Output Units by the the core 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 is also dependant on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.