Compare any two graphics cards:
GeForce GT 340 vs Radeon HD 4850 512MB
IntroThe GeForce GT 340 has a clock speed of 550 MHz and a GDDR5 memory speed of 850 MHz. It also features a 128-bit memory bus, and uses a 40 nm design. It is made up of 96 SPUs, 32 Texture Address Units, and 8 Raster Operation Units.Compare those specifications to the Radeon HD 4850 512MB, which has a core clock speed of 625 MHz and a GDDR3 memory frequency of 993 MHz. It also uses a 256-bit bus, and makes use of a 55 nm design. It features 800(160x5) SPUs, 40 TAUs, and 16 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthThe Radeon HD 4850 512MB, in theory, should be a small bit faster than the GeForce GT 340 overall. (explain)
Texel RateThe Radeon HD 4850 512MB should be a lot (approximately 42%) better at texture filtering than the GeForce GT 340. (explain)
Pixel RateThe Radeon HD 4850 512MB is a lot (about 127%) more effective at anti-aliasing than the GeForce GT 340, and also should be able to handle higher screen 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. 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.
Specifications
Memory Bandwidth: Bandwidth is the maximum amount of information (measured in MB per second) that can be moved over the external memory interface in a second. It is calculated by multiplying the card's bus width by the speed of its memory. In the case of DDR RAM, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions. Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed in one second. This is worked out by multiplying the total number of texture units of the card by the core clock speed of the chip. The better the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second. Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly record to its local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the number of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.
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