Compare any two graphics cards:
GeForce GT 430 1GB vs Radeon HD 5450
IntroThe GeForce GT 430 1GB makes use of a 40 nm design. nVidia has clocked the core speed at 700 MHz. The GDDR3 RAM runs at a speed of 900 MHz on this particular model. It features 96 SPUs along with 16 Texture Address Units and 4 ROPs.
Compare those specs to the Radeon HD 5450, which features GPU clock speed of 650 MHz, and 512 MB of DDR3 memory set to run at 800 MHz through a 64-bit bus. It also is comprised of 80(16x5) Stream Processors, 8 TAUs, and 4 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GT 430 1GB, in theory, should perform quite a bit faster than the Radeon HD 5450 overall. (explain)
Texel RateThe GeForce GT 430 1GB should be much (more or less 115%) more effective at anisotropic filtering than the Radeon HD 5450. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the GeForce GT 430 1GB is the winner, but it probably won't make a huge difference. (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 megabytes per second) that can be moved past the external memory interface within a second. It's calculated by multiplying the bus width by the speed of its memory. In the case of DDR type RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The higher the texel rate, the better the 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 maximum amount of pixels the graphics card can possibly write to its local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of ROPs by the the card's clock speed. 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 fill rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the max fill rate.