Compare any two graphics cards:
GeForce GT 340 1GB vs Radeon HD 4830 512MB
IntroThe GeForce GT 340 1GB has core clock speeds of 550 MHz on the GPU, and 850 MHz on the 1024 MB of GDDR5 RAM. It features 96 SPUs as well as 32 Texture Address Units and 8 Rasterization Operator Units.
Compare those specifications to the Radeon HD 4830 512MB, which uses a 55 nm design. AMD has set the core frequency at 575 MHz. The GDDR3 memory runs at a speed of 900 MHz on this model. It features 640(128x5) SPUs as well as 32 TAUs and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the Radeon HD 4830 512MB should theoretically be just a bit superior to the GeForce GT 340 1GB in general. (explain)
Texel RateThe Radeon HD 4830 512MB will be a little bit (more or less 5%) more effective at AF than the GeForce GT 340 1GB. (explain)
Pixel RateThe Radeon HD 4830 512MB should be a lot (approximately 109%) better at FSAA than the GeForce GT 340 1GB, and capable of handling higher screen resolutions while still performing well. (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 MB per second) that can be transferred across the external memory interface in a second. The number is calculated by multiplying the interface width by its memory clock speed. If it uses DDR memory, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the faster the card will be in general. It especially helps with AA, High Dynamic Range 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 calculated by multiplying the total amount of texture units of the card by the core 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 per second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly record to the local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - aka 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 ability to get to the max fill rate.