Compare any two graphics cards:
GeForce GT 210 vs Radeon HD 5450
IntroThe GeForce GT 210 has a core clock frequency of 589 MHz and a DDR3 memory frequency of 800 MHz. It also makes use of a 64-bit memory bus, and makes use of a 40 nm design. It is made up of 16 SPUs, 8 Texture Address Units, and 4 Raster Operation Units.
Compare those specs to the Radeon HD 5450, which has a 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 Texture Address Units, 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 memory bandwidth, so theoretically they should perform the same. (explain)
Texel RateThe Radeon HD 5450 should be just a bit (about 10%) more effective at texture filtering than the GeForce GT 210. (explain)
Pixel RateThe Radeon HD 5450 will be just a bit (more or less 10%) better at full screen anti-aliasing than the GeForce GT 210, and will be 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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Memory bandwidth is the largest amount of information (counted in megabytes per second) that can be transported across the external memory interface in one second. It's calculated by multiplying the card's bus width by its memory clock speed. If it uses DDR type memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, the better 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 texture map elements (texels) that are processed in one second. This figure is calculated by multiplying the total texture units of the card by the core speed of the chip. The higher the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly record to the local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.