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 uses a 128-bit bus, and makes use of a 40 nm design. It is comprised of 96 SPUs, 16 Texture Address Units, and 4 Raster Operation Units.
Compare all that to the Radeon HD 4850 512MB, which uses a 55 nm design. AMD has set the core speed at 625 MHz. The GDDR3 RAM runs at a speed of 993 MHz on this specific 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)
As far as performance goes, the Radeon HD 4850 512MB should theoretically be much better than the GeForce GT 430 1GB in general. (explain)
Texel RateThe Radeon HD 4850 512MB will be much (more or less 123%) better at texture filtering than the GeForce GT 430 1GB. (explain)
Pixel RateThe Radeon HD 4850 512MB should be much (about 257%) better at anti-aliasing than the GeForce GT 430 1GB, and 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: Bandwidth is the max amount of information (in units of MB per second) that can be transferred past the external memory interface in a second. The number is worked out by multiplying the card's interface width by the speed of its memory. If the card has DDR type memory, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed in one second. This is worked out by multiplying the total texture units by the core clock speed of the chip. The higher the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card can possibly write to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.