Compare any two graphics cards:
GeForce 8500 GT vs Radeon HD 5450
IntroThe GeForce 8500 GT uses a 80 nm design. nVidia has clocked the core frequency at 450 MHz. The DDR2 RAM runs at a frequency of 400 MHz on this particular model. It features 16 SPUs as well as 8 TAUs and 4 Rasterization Operator Units.
Compare all that to the Radeon HD 5450, which has GPU core speed of 650 MHz, and 512 MB of DDR3 RAM running at 800 MHz through a 64-bit bus. It also features 80(16x5) SPUs, 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 exactly the same memory bandwidth, so in theory they should have identical performance. (explain)
Texel RateThe Radeon HD 5450 should be a lot (about 44%) faster with regards to AF than the GeForce 8500 GT. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Radeon HD 5450 is a better choice, by a large margin. (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 (counted in MB per second) that can be transferred across the external memory interface in one second. It's calculated by multiplying the card's bus width by its memory speed. In the case of DDR memory, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the bandwidth is, the faster 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 applied in one second. This is calculated by multiplying the total number of texture units by the core speed of the chip. The higher this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Render Output Units by the the core 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 many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.