Compare any two graphics cards:
GeForce GT 420 vs Radeon HD 5450
IntroThe GeForce GT 420 comes with a GPU core speed of 700 MHz, and the 2048 MB of GDDR3 memory is set to run at 900 MHz through a 128-bit bus. It also is comprised of 48 Stream Processors, 8 Texture Address Units, and 4 Raster Operation Units.
Compare all of that to the Radeon HD 5450, which has a clock speed of 650 MHz and a DDR3 memory frequency of 800 MHz. It also uses a 64-bit memory bus, and makes use of a 40 nm design. It features 80(16x5) SPUs, 8 Texture Address Units, and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GT 420 should be quite a bit faster than the Radeon HD 5450 overall. (explain)
Texel RateThe GeForce GT 420 will be a little bit (about 8%) faster with regards to AF than the Radeon HD 5450. (explain)
Pixel RateThe GeForce GT 420 will be a bit (more or less 8%) better at FSAA than the Radeon HD 5450, and should be able to handle higher screen resolutions better. (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 largest amount of information (measured in megabytes per second) that can be transported past the external memory interface in a second. It's calculated by multiplying the bus width by the speed of its memory. If the card has DDR memory, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed in one second. This is calculated by multiplying the total 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 processed per second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card can possibly record to its local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of colour ROPs by the the core 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 many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the max fill rate.