Compare any two graphics cards:
GeForce GT 420 vs Radeon HD 5450
IntroThe GeForce GT 420 comes with a clock speed of 700 MHz and a GDDR3 memory frequency of 900 MHz. It also makes use of a 128-bit bus, and makes use of a 40 nm design. It is comprised of 48 SPUs, 8 TAUs, and 4 Raster Operation Units.
Compare those specs to the Radeon HD 5450, which comes with clock speeds of 650 MHz on the GPU, and 800 MHz on the 512 MB of DDR3 memory. It features 80(16x5) SPUs as well as 8 TAUs and 4 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GT 420 should in theory be a lot superior to the Radeon HD 5450 overall. (explain)
Texel RateThe GeForce GT 420 will be a bit (approximately 8%) better at texture filtering than the Radeon HD 5450. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce GT 420 is the winner, but not 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.
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: Memory bandwidth is the max amount of data (measured in megabytes per second) that can be moved across the external memory interface in a second. It's worked out by multiplying the card's interface width by the speed of its memory. In the case of DDR type memory, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed in one second. This number is worked out by multiplying the total number of texture units by the core clock speed of the chip. The better this number, the better the 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 graphics card can possibly write to the local memory in a second - measured in millions of pixels per second. Pixel rate 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 outputting the pixels (image) to the screen. The actual pixel rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.