Compare any two graphics cards:
GeForce GT 340 1GB vs Radeon HD 4850 512MB
IntroThe GeForce GT 340 1GB features a GPU core clock speed of 550 MHz, and the 1024 MB of GDDR5 RAM runs at 850 MHz through a 128-bit bus. It also features 96 Stream Processors, 32 Texture Address Units, and 8 ROPs.Compare those specs to the Radeon HD 4850 512MB, which has GPU clock speed of 625 MHz, and 512 MB of GDDR3 RAM set to run at 993 MHz through a 256-bit bus. It also is made up of 800(160x5) Stream Processors, 40 TAUs, and 16 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthIn theory, the Radeon HD 4850 512MB should perform a little bit faster than the GeForce GT 340 1GB overall. (explain)
Texel RateThe Radeon HD 4850 512MB should be quite a bit (more or less 42%) faster with regards to AF than the GeForce GT 340 1GB. (explain)
Pixel RateIf using high levels of AA is important to you, then the Radeon HD 4850 512MB is the winner, 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.
Specifications
Memory Bandwidth: Bandwidth is the maximum amount of information (in units of megabytes per second) that can be transferred over the external memory interface within a second. It's worked out by multiplying the card's interface width by the speed of its memory. In the case of DDR type RAM, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions. Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied per second. This figure is worked out by multiplying the total number 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 in a second. Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly record to the 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 card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.
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