Compare any two graphics cards:
GeForce GT 430 1GB vs Radeon HD 4850 512MB
IntroThe GeForce GT 430 1GB comes with a core clock frequency of 700 MHz and a GDDR3 memory speed of 900 MHz. It also makes use of a 128-bit memory bus, and makes use of a 40 nm design. It is comprised of 96 SPUs, 16 TAUs, and 4 Raster Operation Units.
Compare all that to the Radeon HD 4850 512MB, which has clock speeds of 625 MHz on the GPU, and 993 MHz on the 512 MB of GDDR3 RAM. It features 800(160x5) SPUs along with 40 TAUs and 16 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 4850 512MB should in theory perform quite a bit faster than the GeForce GT 430 1GB overall. (explain)
Texel RateThe Radeon HD 4850 512MB will be much (about 123%) faster with regards to anisotropic filtering than the GeForce GT 430 1GB. (explain)
Pixel RateThe Radeon HD 4850 512MB should be a lot (about 257%) more effective at AA than the GeForce GT 430 1GB, and also will be capable of handling higher resolutions while still performing well. (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 max amount of information (in units of megabytes per second) that can be transferred past the external memory interface in a second. It is worked out by multiplying the card's bus width by the speed of its memory. In the case of DDR RAM, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the bandwidth is, 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 number of texture map elements (texels) that can be processed per second. This number is worked out by multiplying the total amount of texture units of the card by the core 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 processed in a second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly write to the local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Render Output Units 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 fill rate also depends on quite a few 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.