Compare any two graphics cards:
GeForce GT 210 vs Radeon HD 5450
IntroThe GeForce GT 210 has a core clock speed of 589 MHz and a DDR3 memory speed of 800 MHz. It also features 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 ROPs.
Compare those specs to the Radeon HD 5450, which uses a 40 nm design. AMD has set the core speed at 650 MHz. The DDR3 memory is set to run at a speed of 800 MHz on this card. It features 80(16x5) SPUs as well as 8 TAUs and 4 ROPs.
(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 in theory they should have identical performance. (explain)
Texel RateThe Radeon HD 5450 is a bit (about 10%) better at texture filtering than the GeForce GT 210. (explain)
Pixel RateIf using a high screen resolution is important to you, then the Radeon HD 5450 is a better choice, 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: Memory bandwidth is the largest amount of data (in units of MB per second) that can be moved over the external memory interface within a second. It's worked out by multiplying the bus width by its memory clock speed. In the case of DDR memory, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. 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 texture map elements (texels) that can be applied per second. This is calculated 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 graphics 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 chip could possibly write to the local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the number of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.