Compare any two graphics cards:
GeForce GT 430 1GB vs Radeon HD 5450
IntroThe GeForce GT 430 1GB features a core 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 features 96 SPUs, 16 TAUs, and 4 ROPs.
Compare those specifications to the Radeon HD 5450, which features 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.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GT 430 1GB, in theory, should be a lot faster than the Radeon HD 5450 overall. (explain)
Texel RateThe GeForce GT 430 1GB should be a lot (about 115%) more effective at texture filtering than the Radeon HD 5450. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GT 430 1GB is superior to the Radeon HD 5450, though only just barely. (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 data (measured in MB per second) that can be transferred over the external memory interface within a second. It's worked out by multiplying the interface width by its memory clock speed. In the case of DDR type memory, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed per second. This is calculated by multiplying the total amount of texture units by the core clock 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 applied in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly write to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.