Compare any two graphics cards:
Radeon HD 4730 vs Radeon HD 5830
IntroThe Radeon HD 4730 features clock speeds of 700 MHz on the GPU, and 900 MHz on the 512 MB of GDDR5 RAM. It features 640(128x5) SPUs along with 32 TAUs and 8 ROPs.
Compare all of that to the Radeon HD 5830, which features a GPU core clock speed of 800 MHz, and 1024 MB of GDDR5 memory running at 1000 MHz through a 256-bit bus. It also features 1120(224x5) SPUs, 56 TAUs, and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 5830, in theory, should be much faster than the Radeon HD 4730 in general. (explain)
Texel RateThe Radeon HD 5830 should be quite a bit (approximately 100%) more effective at texture filtering than the Radeon HD 4730. (explain)
Pixel RateThe Radeon HD 5830 will be much (about 129%) better at full screen anti-aliasing than the Radeon HD 4730, and also will be 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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Memory bandwidth is the max amount of data (measured in MB per second) that can be transferred past the external memory interface in a second. It's calculated by multiplying the card's bus width by its memory clock speed. If the card has DDR RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed 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 better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly record to its local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.