Compare any two graphics cards:
GeForce GT 340 1GB vs Radeon HD 3850 1GB
IntroThe GeForce GT 340 1GB makes use of a 40 nm design. nVidia has clocked the core frequency at 550 MHz. The GDDR5 memory works at a frequency of 850 MHz on this particular card. It features 96 SPUs as well as 32 Texture Address Units and 8 ROPs.
Compare all that to the Radeon HD 3850 1GB, which has GPU clock speed of 668 MHz, and 1024 MB of GDDR3 RAM set to run at 828 MHz through a 256-bit bus. It also is comprised of 320(64x5) SPUs, 16 Texture Address Units, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GT 340 1GB, in theory, should perform a small bit faster than the Radeon HD 3850 1GB in general. (explain)
Texel RateThe GeForce GT 340 1GB should be a lot (more or less 65%) better at anisotropic filtering than the Radeon HD 3850 1GB. (explain)
Pixel RateThe Radeon HD 3850 1GB is much (approximately 143%) better at FSAA than the GeForce GT 340 1GB, and should be able to handle higher resolutions without slowing down too much. (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 max amount of data (counted in megabytes per second) that can be moved over the external memory interface in a second. It's worked out by multiplying the card's interface width by the speed of its memory. If it uses DDR type RAM, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the 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 are processed per second. This is calculated by multiplying the total texture units by the core speed of the chip. The better the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card can possibly write to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill 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 get to the maximum fill rate.