Compare any two graphics cards:
GeForce 8500 GT vs Radeon HD 5450
IntroThe GeForce 8500 GT has a core clock speed of 450 MHz and a DDR2 memory speed of 400 MHz. It also uses a 128-bit bus, and makes use of a 80 nm design. It is comprised of 16 SPUs, 8 Texture Address Units, and 4 ROPs.
Compare those specs to the Radeon HD 5450, which comes with a clock frequency of 650 MHz and a DDR3 memory frequency of 800 MHz. It also features a 64-bit memory bus, and uses a 40 nm design. It is made up of 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 memory bandwidth, so in theory they should have identical performance. (explain)
Texel RateThe Radeon HD 5450 is much (more or less 44%) faster with regards to texture filtering than the GeForce 8500 GT. (explain)
Pixel RateThe Radeon HD 5450 will be quite a bit (more or less 44%) more effective at anti-aliasing than the GeForce 8500 GT, and should be able to handle higher 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: Memory bandwidth is the max amount of information (in units of megabytes per second) that can be transported over the external memory interface in one second. It's calculated by multiplying the card's interface width by its memory clock speed. If it uses DDR memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This figure is worked out by multiplying the total texture units of the card by the core clock speed of the chip. The better this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could 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 colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.