Compare any two graphics cards:
GeForce GT 210 vs Radeon HD 5450
IntroThe GeForce GT 210 comes with a core clock frequency of 589 MHz and a DDR3 memory frequency of 800 MHz. It also uses a 64-bit bus, and uses a 40 nm design. It is made up of 16 SPUs, 8 Texture Address Units, and 4 ROPs.
Compare those specifications to the Radeon HD 5450, which features a core clock frequency of 650 MHz and a DDR3 memory speed of 800 MHz. It also uses a 64-bit memory bus, and uses a 40 nm design. It 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 the exact same bandwidth, so theoretically they should perform exactly the same. (explain)
Texel RateThe Radeon HD 5450 should be a bit (more or less 10%) more effective at anisotropic filtering than the GeForce GT 210. (explain)
Pixel RateIf using high levels of AA is important to you, then the Radeon HD 5450 is superior to the GeForce GT 210, not by a very large margin though. (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 max amount of information (counted in MB per second) that can be transported across the external memory interface in a second. It's calculated by multiplying the interface width by its memory speed. If it uses DDR memory, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed in one second. This is calculated by multiplying the total number of texture units by the core speed of the chip. The higher this number, 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 amount of pixels the video card could possibly record to the local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also 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 - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.