Compare any two graphics cards:
GeForce GTX 1650 vs Radeon HD 4650 1GB
IntroThe GeForce GTX 1650 has a core clock frequency of 1485 MHz and a GDDR5 memory speed of 2001 MHz. It also makes use of a 128-bit bus, and uses a 12 nm design. It features 896 SPUs, 56 TAUs, and 32 Raster Operation Units.
Compare all of that to the Radeon HD 4650 1GB, which comes with a clock speed of 600 MHz and a GDDR3 memory frequency of 700 MHz. It also uses a 128-bit memory bus, and uses a 55 nm design. It is made up of 320(64x5) SPUs, 32 TAUs, and 8 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 1650 should in theory be much superior to the Radeon HD 4650 1GB overall. (explain)
Texel RateThe GeForce GTX 1650 will be a lot (more or less 333%) faster with regards to anisotropic filtering than the Radeon HD 4650 1GB. (explain)
Pixel RateThe GeForce GTX 1650 should be much (approximately 890%) more effective at full screen anti-aliasing than the Radeon HD 4650 1GB, and also should be capable of handling higher screen 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.
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 maximum amount of data (counted in megabytes per second) that can be moved past the external memory interface in one second. It's worked out by multiplying the card's interface width by its memory clock speed. If it uses DDR RAM, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the card's 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 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 card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly write to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the number of colour 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 output rate also depends on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.