Compare any two graphics cards:
GeForce GT 210 vs Radeon HD 5450
IntroThe GeForce GT 210 uses a 40 nm design. nVidia has set the core speed at 589 MHz. The DDR3 memory works at a speed of 800 MHz on this model. It features 16 SPUs along with 8 Texture Address Units and 4 ROPs.
Compare all that to the Radeon HD 5450, which features a core clock frequency of 650 MHz and a DDR3 memory frequency of 800 MHz. It also features a 64-bit memory bus, and uses a 40 nm design. It features 80(16x5) SPUs, 8 Texture Address Units, 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 bandwidth, so in theory they should have identical performance. (explain)
Texel RateThe Radeon HD 5450 will be a small bit (more or less 10%) faster with regards to texture filtering than the GeForce GT 210. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the Radeon HD 5450 is the winner, but it probably won't make a huge difference. (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 information (in units of MB per second) that can be moved over the external memory interface in one second. It's calculated by multiplying the bus width by the speed of its memory. If the card has DDR memory, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the bandwidth is, 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 number of texture map elements (texels) that can be applied in one second. This is worked out by multiplying the total number of 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 texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly write to the local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Render Output Units by the the core speed of the card. 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 is also dependant on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.