Compare any two graphics cards:
GeForce 8400 GS 512MB vs Radeon HD 5450
IntroThe GeForce 8400 GS 512MB has a core clock frequency of 650 MHz and a DDR2 memory speed of 400 MHz. It also features a 64-bit bus, and makes use of a 80 nm design. It is made up of 16 SPUs, 8 Texture Address Units, and 4 ROPs.
Compare those specifications to the Radeon HD 5450, which has 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 is comprised of 80(16x5) Stream Processors, 8 TAUs, and 4 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the Radeon HD 5450 should in theory be a lot better than the GeForce 8400 GS 512MB overall. (explain)
Texel RateBoth cards have the exact same texel rate, so in theory they should perform equally good at at AF. (explain)
Pixel RateBoth cards have the exact same pixel rate, so theoretically they should perform equally good at at anti-aliasing, and be able to handle the same resolutions. (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 (counted in MB per second) that can be moved over the external memory interface within a second. It's calculated by multiplying the card's interface width by the speed of its memory. If it uses DDR type memory, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This is worked out by multiplying the total amount of texture units by the core speed of the chip. The higher this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly write to its local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the number 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 fill rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.