Compare any two graphics cards:
GeForce GT 340 1GB vs Radeon HD 4830 512MB
IntroThe GeForce GT 340 1GB features core speeds of 550 MHz on the GPU, and 850 MHz on the 1024 MB of GDDR5 RAM. It features 96 SPUs along with 32 TAUs and 8 ROPs.
Compare all of that to the Radeon HD 4830 512MB, which has a GPU core clock speed of 575 MHz, and 512 MB of GDDR3 RAM running at 900 MHz through a 256-bit bus. It also is comprised of 640(128x5) Stream Processors, 32 Texture Address Units, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon HD 4830 512MB will be 6% quicker than the GeForce GT 340 1GB overall, because of its greater data rate. (explain)
Texel RateThe Radeon HD 4830 512MB is a little bit (more or less 5%) better at anisotropic filtering than the GeForce GT 340 1GB. (explain)
Pixel RateThe Radeon HD 4830 512MB will be quite a bit (approximately 109%) faster with regards to anti-aliasing than the GeForce GT 340 1GB, and capable of handling higher resolutions more effectively. (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 (in units of megabytes per second) that can be moved over the external memory interface in one second. The number is calculated by multiplying the card's interface width by its memory clock speed. In the case of DDR type RAM, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This number is calculated by multiplying the total texture units by the core clock speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card could possibly record to the local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate is also dependant on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.