Compare any two graphics cards:
GeForce GT 430 1GB vs Radeon HD 5450
IntroThe GeForce GT 430 1GB uses a 40 nm design. nVidia has set the core speed at 700 MHz. The GDDR3 RAM works at a frequency of 900 MHz on this card. It features 96 SPUs along with 16 Texture Address Units and 4 ROPs.
Compare those specifications to the Radeon HD 5450, which makes use of a 40 nm design. ATi has clocked the core speed at 650 MHz. The DDR3 RAM is set to run at a speed of 800 MHz on this specific model. It features 80(16x5) SPUs along with 8 Texture Address Units and 4 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GT 430 1GB should in theory be a lot superior to the Radeon HD 5450 overall. (explain)
Texel RateThe GeForce GT 430 1GB should be a lot (more or less 115%) better at AF than the Radeon HD 5450. (explain)
Pixel RateThe GeForce GT 430 1GB will be just a bit (more or less 8%) faster with regards to anti-aliasing than the Radeon HD 5450, and also 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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Bandwidth is the largest amount of data (counted in megabytes per second) that can be moved past the external memory interface within a second. It's calculated by multiplying the card's interface width by the speed of its memory. If it uses DDR type RAM, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the faster 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 texture map elements (texels) that can be applied per second. This number is calculated by multiplying the total texture units by the core 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 processed in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly record to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.