Compare any two graphics cards:
GeForce 8500 GT vs Radeon HD 5450
IntroThe GeForce 8500 GT has core speeds of 450 MHz on the GPU, and 400 MHz on the 512 MB of DDR2 RAM. It features 16 SPUs along with 8 Texture Address Units and 4 Rasterization Operator Units.
Compare those specifications to the Radeon HD 5450, which features clock 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.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Both cards have the exact same memory bandwidth, so theoretically they should have the same performance. (explain)
Texel RateThe Radeon HD 5450 is much (approximately 44%) faster with regards to AF than the GeForce 8500 GT. (explain)
Pixel RateIf using high levels of AA is important to you, then the Radeon HD 5450 is the winner, and very much so. (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 data (in units of megabytes per second) that can be moved past the external memory interface in one second. The number is worked out by multiplying the card's bus width by the speed of its memory. In the case of DDR RAM, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the 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 amount of texture map elements (texels) that can be processed in one second. This is calculated by multiplying the total number of texture units of the card by the core clock 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 in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly record to the local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.