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 clocked the core frequency at 700 MHz. The GDDR3 RAM works at a speed of 900 MHz on this specific model. It features 96 SPUs as well as 16 TAUs and 4 ROPs.
Compare those specs to the Radeon HD 4850 512MB, which features a GPU core clock speed of 625 MHz, and 512 MB of GDDR3 RAM set to run at 993 MHz through a 256-bit bus. It also is made up of 800(160x5) Stream Processors, 40 TAUs, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the Radeon HD 4850 512MB should in theory be much better than the GeForce GT 430 1GB in general. (explain)
Texel RateThe Radeon HD 4850 512MB will be a lot (more or less 123%) more effective at texture filtering than the GeForce GT 430 1GB. (explain)
Pixel RateThe Radeon HD 4850 512MB is much (approximately 257%) better at AA than the GeForce GT 430 1GB, and also should be able to handle 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: Bandwidth is the largest amount of data (counted in megabytes per second) that can be moved past the external memory interface in one second. It's worked out by multiplying the card's interface width by the speed of its memory. In the case of DDR memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied per second. This number is calculated by multiplying the total number 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 per second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly write to its local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on quite a few other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.