Compare any two graphics cards:
Radeon HD 4670 1GB vs Radeon HD 5450
IntroThe Radeon HD 4670 1GB has a clock frequency of 750 MHz and a GDDR4/GDDR3/DDR3/DDR2 memory frequency of 1100 MHz. It also makes use of a 128-bit bus, and makes use of a 55 nm design. It is made up of 320(64x5) SPUs, 32 TAUs, and 8 Raster Operation Units.
Compare all that to the Radeon HD 5450, which features core speeds of 650 MHz on the GPU, and 800 MHz on the 512 MB of DDR3 RAM. It features 80(16x5) SPUs as well as 8 TAUs and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the Radeon HD 4670 1GB should theoretically be much superior to the Radeon HD 5450 in general. (explain)
Texel RateThe Radeon HD 4670 1GB should be much (more or less 362%) more effective at anisotropic filtering than the Radeon HD 5450. (explain)
Pixel RateThe Radeon HD 4670 1GB will be much (more or less 131%) more effective at anti-aliasing than the Radeon HD 5450, and also able to handle higher resolutions better. (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 (measured in MB per second) that can be moved across the external memory interface in one second. It is calculated by multiplying the bus width by its memory speed. In the case of DDR memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied per 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 this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly record to the local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.