Compare any two graphics cards:
GeForce GT 340 vs Radeon HD 4890 1GB
IntroThe GeForce GT 340 comes with a core clock speed of 550 MHz and a GDDR5 memory speed of 850 MHz. It also features a 128-bit bus, and makes use of a 40 nm design. It features 96 SPUs, 32 Texture Address Units, and 8 ROPs.
Compare that to the Radeon HD 4890 1GB, which features GPU clock speed of 1000 MHz, and 1024 MB of GDDR5 RAM running at 975 MHz through a 256-bit bus. It also is made up of 800(160x5) SPUs, 40 Texture Address Units, and 16 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Radeon HD 4890 1GB is 129% faster than the GeForce GT 340 in general, because of its higher data rate. (explain)
Texel RateThe Radeon HD 4890 1GB is much (about 127%) more effective at AF than the GeForce GT 340. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the Radeon HD 4890 1GB is superior to the GeForce GT 340, 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.
Memory Bandwidth: Memory bandwidth is the maximum amount of information (counted in MB per second) that can be transported over the external memory interface in a second. The number is worked out by multiplying the interface width by its memory clock speed. If it uses DDR RAM, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, 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 number of texture map elements (texels) that can be applied per second. This is worked out by multiplying the total number of texture units by the core speed of the chip. The better the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the most pixels the video card can possibly record to its local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.