Compare any two graphics cards:
GeForce GT 340 vs Radeon HD 4730
IntroThe GeForce GT 340 makes use of a 40 nm design. nVidia has set the core frequency at 550 MHz. The GDDR5 RAM runs at a speed of 850 MHz on this specific model. It features 96 SPUs as well as 32 TAUs and 8 Rasterization Operator Units.
Compare those specs to the Radeon HD 4730, which has a clock frequency of 700 MHz and a GDDR5 memory frequency of 900 MHz. It also uses a 128-bit bus, and makes use of a 55 nm design. It features 640(128x5) SPUs, 32 Texture Address Units, and 8 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon HD 4730 should perform just a bit faster than the GeForce GT 340 in general. (explain)
Texel RateThe Radeon HD 4730 will be quite a bit (approximately 27%) faster with regards to texture filtering than the GeForce GT 340. (explain)
Pixel RateThe Radeon HD 4730 is quite a bit (more or less 27%) more effective at anti-aliasing than the GeForce GT 340, and also will be capable of handling higher 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.
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 data (counted in megabytes per second) that can be moved past the external memory interface in one second. It is worked out by multiplying the card's interface width by its memory clock speed. In the case of DDR type memory, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed in one second. This number is calculated by multiplying the total amount of texture units by the core speed of the chip. The higher this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card can possibly write to its local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Render Output Units by the the core clock speed. 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 also depends on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.