Compare any two graphics cards:
GeForce 8500 GT vs Radeon HD 5450
IntroThe GeForce 8500 GT comes with a clock speed of 450 MHz and a DDR2 memory frequency of 400 MHz. It also features a 128-bit memory bus, and uses a 80 nm design. It is made up of 16 SPUs, 8 Texture Address Units, and 4 ROPs.
Compare those specifications to the Radeon HD 5450, which comes with a core clock speed of 650 MHz and a DDR3 memory frequency of 800 MHz. It also uses a 64-bit memory bus, and uses a 40 nm design. It features 80(16x5) SPUs, 8 TAUs, and 4 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Both cards have exactly the same bandwidth, so theoretically they should have identical performance. (explain)
Texel RateThe Radeon HD 5450 is much (more or less 44%) more effective at anisotropic filtering than the GeForce 8500 GT. (explain)
Pixel RateThe Radeon HD 5450 is a lot (about 44%) faster with regards to FSAA than the GeForce 8500 GT, and also should be capable of handling higher screen 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: Memory bandwidth is the largest amount of information (in units of megabytes per second) that can be transferred past the external memory interface in one second. The number is calculated by multiplying the card's interface width by its memory clock speed. In the case of DDR type RAM, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with AA, High Dynamic Range 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 number is calculated by multiplying the total texture units by the core clock 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 in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly write to the local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Raster Operations Pipelines by the the card's 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 is also dependant on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.