Compare any two graphics cards:
GeForce 8500 GT vs Radeon HD 5450
IntroThe GeForce 8500 GT comes with a GPU core speed of 450 MHz, and the 512 MB of DDR2 memory runs at 400 MHz through a 128-bit bus. It also features 16 SPUs, 8 Texture Address Units, and 4 ROPs.
Compare all of that to the Radeon HD 5450, which comes with a GPU core clock speed of 650 MHz, and 512 MB of DDR3 RAM set to run at 800 MHz through a 64-bit bus. It also features 80(16x5) Stream Processors, 8 TAUs, and 4 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Both cards have the exact same bandwidth, so in theory they should perform exactly the same. (explain)
Texel RateThe Radeon HD 5450 is a lot (approximately 44%) faster with regards to anisotropic filtering than the GeForce 8500 GT. (explain)
Pixel RateThe Radeon HD 5450 is much (about 44%) better at FSAA than the GeForce 8500 GT, and also should be capable of handling higher resolutions without slowing down too much. (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 data (measured in megabytes per second) that can be transported past the external memory interface within a second. It is worked out by multiplying the interface width by its memory speed. If the card has DDR type RAM, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied in one second. This number is worked out by multiplying the total texture units by the core speed of the chip. The higher the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly write to its local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the number of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.