Compare any two graphics cards:
GeForce 8500 GT vs Radeon HD 5450
IntroThe GeForce 8500 GT has a core clock frequency of 450 MHz and a DDR2 memory frequency of 400 MHz. It also makes use of a 128-bit memory bus, and uses a 80 nm design. It is made up of 16 SPUs, 8 Texture Address Units, and 4 Raster Operation Units.
Compare those specs to the Radeon HD 5450, which uses a 40 nm design. AMD has set the core speed at 650 MHz. The DDR3 memory is set to run at a frequency of 800 MHz on this card. It features 80(16x5) SPUs as well as 8 Texture Address Units 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 theoretically they should have the same performance. (explain)
Texel RateThe Radeon HD 5450 is a lot (about 44%) better at anisotropic filtering than the GeForce 8500 GT. (explain)
Pixel RateThe Radeon HD 5450 will be a lot (approximately 44%) better at anti-aliasing than the GeForce 8500 GT, and also should be able to handle higher resolutions more effectively. (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: Bandwidth is the largest amount of information (measured in megabytes per second) that can be transferred across the external memory interface in one second. It's calculated by multiplying the interface width by its memory speed. If the card has DDR RAM, it must 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 number of texture map elements (texels) that can be applied per second. This number is worked out by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the most 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 amount of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also called 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 get to the max fill rate.