Compare any two graphics cards:
GeForce GTX 1650 vs Radeon HD 4850 X2 1GB
IntroThe GeForce GTX 1650 comes with a clock frequency of 1485 MHz and a GDDR5 memory frequency of 8000 MHz. It also makes use of a 128-bit bus, and uses a 12 nm design. It is made up of 896 SPUs, 56 Texture Address Units, and 32 Raster Operation Units.
Compare those specs to the Radeon HD 4850 X2 1GB, which comes with a clock frequency of 625 MHz and a GDDR3 memory speed of 993 MHz. It also makes use of a 256-bit bus, and uses a 55 nm design. It features 800(160x5) SPUs, 40 Texture Address Units, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 1650 should be 3% quicker than the Radeon HD 4850 X2 1GB overall, because of its higher data rate. (explain)
Texel RateThe GeForce GTX 1650 will be quite a bit (more or less 66%) more effective at anisotropic filtering than the Radeon HD 4850 X2 1GB. (explain)
Pixel RateThe GeForce GTX 1650 is much (about 138%) more effective at AA than the Radeon HD 4850 X2 1GB, and also should be capable of handling higher resolutions while still performing well. (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.
One or more cards in this comparison are multi-core. This means that their bandwidth, texel and pixel rates are theoretically doubled - this does not mean the card will actually perform twice as fast, but only that it should in theory be able to. Actual game benchmarks will give a more accurate idea of what it's capable of.
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 (measured in megabytes per second) that can be transferred across the external memory interface within a second. It is worked out by multiplying the card's interface width by the speed of its memory. If it uses DDR type RAM, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the bandwidth is, 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 number of texture map elements (texels) that can be applied in one second. This is worked out by multiplying the total texture units of the card by the core clock speed of the chip. The better the texel rate, the better the graphics 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 that the graphics card can possibly record to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of colour ROPs by the the core clock speed. 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 also depends on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.