Compare any two graphics cards:
GeForce GT 430 1GB vs Radeon HD 4850 512MB
IntroThe GeForce GT 430 1GB uses a 40 nm design. nVidia has set the core frequency at 700 MHz. The GDDR3 RAM works at a speed of 900 MHz on this particular card. It features 96 SPUs along with 16 TAUs and 4 Rasterization Operator Units.
Compare that to the Radeon HD 4850 512MB, which makes use of a 55 nm design. AMD has set the core frequency at 625 MHz. The GDDR3 RAM works at a frequency of 993 MHz on this particular card. It features 800(160x5) SPUs as well as 40 Texture Address Units and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 4850 512MB should in theory be much faster than the GeForce GT 430 1GB in general. (explain)
Texel RateThe Radeon HD 4850 512MB is much (about 123%) more effective at AF than the GeForce GT 430 1GB. (explain)
Pixel RateIf running with high levels of AA is important to you, then the Radeon HD 4850 512MB is the winner, 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: Bandwidth is the maximum amount of data (in units of megabytes per second) that can be transported across the external memory interface in one second. The number is calculated by multiplying the interface width by the speed of its memory. In the case of DDR memory, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed per second. This figure is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The better the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card could possibly write to its local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the max fill rate.