Compare any two graphics cards:
GeForce GT 340 vs Radeon HD 4850 1GB
IntroThe GeForce GT 340 comes with a GPU core speed of 550 MHz, and the 512 MB of GDDR5 memory runs at 850 MHz through a 128-bit bus. It also is made up of 96 SPUs, 32 TAUs, and 8 Raster Operation Units.Compare those specs to the Radeon HD 4850 1GB, which uses a 55 nm design. ATi has clocked the core speed at 625 MHz. The GDDR4 RAM works at a speed of 993 MHz on this card. It features 800(160x5) SPUs along with 40 Texture Address Units and 16 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthTheoretically, the Radeon HD 4850 1GB should perform just a bit faster than the GeForce GT 340 in general. (explain)
Texel RateThe Radeon HD 4850 1GB should be much (about 42%) more effective at anisotropic filtering than the GeForce GT 340. (explain)
Pixel RateThe Radeon HD 4850 1GB is quite a bit (approximately 127%) more effective at anti-aliasing than the GeForce GT 340, and should be able to handle higher screen 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. 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: Memory bandwidth is the largest amount of data (measured in megabytes per second) that can be moved across the external memory interface in a second. It is calculated by multiplying the bus width by the speed of its memory. In the case of DDR memory, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The better 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 texture map elements (texels) that are applied per second. This number is worked out by multiplying the total texture units by the core speed of the chip. The higher this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second. Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly record to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate also depends on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.
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