Compare any two graphics cards:
GeForce GT 430 1GB vs Radeon HD 4850 512MB
IntroThe GeForce GT 430 1GB comes with 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 uses a 40 nm design. It is made up of 96 SPUs, 16 Texture Address Units, and 4 ROPs.
Compare that to the Radeon HD 4850 512MB, which comes with GPU clock speed of 625 MHz, and 512 MB of GDDR3 RAM running at 993 MHz through a 256-bit bus. It also features 800(160x5) Stream Processors, 40 TAUs, and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the Radeon HD 4850 512MB should theoretically be quite a bit superior to the GeForce GT 430 1GB in general. (explain)
Texel RateThe Radeon HD 4850 512MB will be a lot (more or less 123%) faster with regards to texture filtering than the GeForce GT 430 1GB. (explain)
Pixel RateThe Radeon HD 4850 512MB should be quite a bit (more or less 257%) faster with regards to FSAA than the GeForce GT 430 1GB, and should be capable of handling higher 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.
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: Memory bandwidth is the maximum amount of information (counted in MB per second) that can be transported across the external memory interface in a second. It is calculated by multiplying the bus width by the speed of its memory. If the card has DDR type RAM, 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 AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This figure is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly record to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.