Compare any two graphics cards:
GeForce GT 430 1GB vs Radeon HD 4850 512MB
IntroThe GeForce GT 430 1GB makes use of a 40 nm design. nVidia has clocked the core frequency at 700 MHz. The GDDR3 memory runs at a speed of 900 MHz on this particular model. It features 96 SPUs as well as 16 TAUs and 4 ROPs.
Compare that to the Radeon HD 4850 512MB, which features GPU core speed of 625 MHz, and 512 MB of GDDR3 memory set to run at 993 MHz through a 256-bit bus. It also is made up of 800(160x5) SPUs, 40 Texture Address Units, and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 4850 512MB should theoretically perform much faster than the GeForce GT 430 1GB in general. (explain)
Texel RateThe Radeon HD 4850 512MB should be a lot (approximately 123%) more effective at texture filtering than the GeForce GT 430 1GB. (explain)
Pixel RateThe Radeon HD 4850 512MB will be much (approximately 257%) more effective at full screen anti-aliasing than the GeForce GT 430 1GB, and should be able to handle higher resolutions without losing too much performance. (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 largest amount of data (in units of MB per second) that can be transferred past the external memory interface within a second. The number is worked out by multiplying the bus width by its memory speed. If it uses DDR type memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This is worked out by multiplying the total number of texture units of the card by the core speed of the chip. The higher this number, 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 most pixels the video card can possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called 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.