Compare any two graphics cards:
GeForce GT 315 vs Radeon HD 3650 256MB
IntroThe GeForce GT 315 features core clock speeds of 625 MHz on the GPU, and 790 MHz on the 512 MB of DDR3 RAM. It features 48 SPUs as well as 16 TAUs and 8 Rasterization Operator Units.
Compare all of that to the Radeon HD 3650 256MB, which comes with core clock speeds of 725 MHz on the GPU, and 800 MHz on the 256 MB of DDR2 memory. It features 120(24x5) SPUs along with 8 TAUs and 4 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon HD 3650 256MB should be 1% faster than the GeForce GT 315 in general, because of its greater data rate. (explain)
Texel RateThe GeForce GT 315 should be a lot (about 72%) faster with regards to texture filtering than the Radeon HD 3650 256MB. (explain)
Pixel RateThe GeForce GT 315 is quite a bit (approximately 72%) better at AA than the Radeon HD 3650 256MB, and capable of handling higher resolutions while still performing well. (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 information (in units of MB per second) that can be transported past the external memory interface in a second. It's worked out by multiplying the bus width by its memory clock speed. In the case of DDR memory, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed in one second. This is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The better the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the most pixels the video card can possibly record to the local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.