Compare any two graphics cards:
Radeon HD 4850 512MB vs Radeon HD 6850
IntroThe Radeon HD 4850 512MB uses a 55 nm design. ATi has clocked the core frequency at 625 MHz. The GDDR3 memory works at a frequency of 993 MHz on this particular card. It features 800(160x5) SPUs along with 40 Texture Address Units and 16 ROPs.
Compare all of that to the Radeon HD 6850, which uses a 40 nm design. ATi has set the core speed at 775 MHz. The GDDR5 memory works at a speed of 1000 MHz on this specific model. 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)
Theoretically speaking, the Radeon HD 6850 should be 101% quicker than the Radeon HD 4850 512MB in general, because of its greater bandwidth. (explain)
Texel RateThe Radeon HD 6850 will be a lot (about 49%) more effective at texture filtering than the Radeon HD 4850 512MB. (explain)
Pixel RateIf running with high levels of AA is important to you, then the Radeon HD 6850 is a better choice, by far. (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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Bandwidth is the max amount of data (counted in MB per second) that can be moved across the external memory interface in one second. It is worked out by multiplying the bus width by its memory clock speed. If the card has DDR RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed per second. This figure 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 applied in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly record to the local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.