Compare any two graphics cards:
GeForce GT 340 1GB vs Radeon HD 3850 256MB
IntroThe GeForce GT 340 1GB features a core clock frequency of 550 MHz and a GDDR5 memory speed of 850 MHz. It also uses a 128-bit bus, and makes use of a 40 nm design. It features 96 SPUs, 32 Texture Address Units, and 8 Raster Operation Units.
Compare all that to the Radeon HD 3850 256MB, which features GPU core speed of 668 MHz, and 256 MB of GDDR3 memory set to run at 828 MHz through a 256-bit bus. It also features 320(64x5) SPUs, 16 TAUs, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GT 340 1GB should theoretically be a bit faster than the Radeon HD 3850 256MB overall. (explain)
Texel RateThe GeForce GT 340 1GB is a lot (about 65%) better at AF than the Radeon HD 3850 256MB. (explain)
Pixel RateThe Radeon HD 3850 256MB is a lot (about 143%) faster with regards to anti-aliasing than the GeForce GT 340 1GB, and should be capable of handling higher 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 maximum amount of information (counted in MB per second) that can be moved over the external memory interface in a second. The number is calculated by multiplying the card's interface width by its memory speed. In the case of DDR RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the faster 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 number 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 better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly record to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.