Compare any two graphics cards:
GeForce GTX 1650 vs Radeon HD 4670 1GB
IntroThe GeForce GTX 1650 has a core clock speed of 1485 MHz and a GDDR5 memory frequency of 8000 MHz. It also makes use of a 128-bit memory bus, and uses a 12 nm design. It is made up of 896 SPUs, 56 Texture Address Units, and 32 ROPs.
Compare those specs to the Radeon HD 4670 1GB, which has GPU core speed of 750 MHz, and 1024 MB of GDDR4/GDDR3/DDR3/DDR2 RAM running at 1100 MHz through a 128-bit bus. It also features 320(64x5) Stream Processors, 32 TAUs, and 8 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 1650, in theory, should perform a lot faster than the Radeon HD 4670 1GB overall. (explain)
Texel RateThe GeForce GTX 1650 is much (approximately 247%) better at texture filtering than the Radeon HD 4670 1GB. (explain)
Pixel RateThe GeForce GTX 1650 is quite a bit (more or less 692%) faster with regards to AA than the Radeon HD 4670 1GB, and also able to handle higher screen resolutions without slowing down too much. (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: Bandwidth is the max amount of data (counted in megabytes per second) that can be transported across the external memory interface in a second. It is calculated by multiplying the card's bus width by the speed of its memory. In the case of DDR type RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed in one second. This is worked out by multiplying the total number of 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 handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly write to the local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the amount of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes 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, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.