Compare any two graphics cards:
Radeon HD 4850 512MB vs Radeon HD 6850
IntroThe Radeon HD 4850 512MB comes with clock speeds of 625 MHz on the GPU, and 993 MHz on the 512 MB of GDDR3 RAM. It features 800(160x5) SPUs as well as 40 Texture Address Units and 16 Rasterization Operator Units.
Compare those specifications to the Radeon HD 6850, which has core speeds of 775 MHz on the GPU, and 1000 MHz on the 1024 MB of GDDR5 RAM. It features 960 SPUs as well as 48 TAUs and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Radeon HD 6850 should perform quite a bit faster than the Radeon HD 4850 512MB in general. (explain)
Texel RateThe Radeon HD 6850 will be a lot (about 49%) better at anisotropic filtering than the Radeon HD 4850 512MB. (explain)
Pixel RateThe Radeon HD 6850 is much (about 148%) faster with regards to FSAA than the Radeon HD 4850 512MB, and also should be capable of handling higher screen resolutions without losing too much performance. (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 max amount of data (measured in megabytes per second) that can be transported over the external memory interface in a second. The number is worked out by multiplying the card's interface width by the speed of its memory. If it uses DDR RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed per second. This figure is worked out by multiplying the total texture units 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 in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly write to the local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.