Compare any two graphics cards:
GeForce GT 430 1GB vs Radeon HD 4850 512MB
IntroThe GeForce GT 430 1GB features a GPU core speed of 700 MHz, and the 1024 MB of GDDR3 RAM runs at 900 MHz through a 128-bit bus. It also features 96 Stream Processors, 16 TAUs, and 4 ROPs.
Compare all that to the Radeon HD 4850 512MB, which comes with a core clock frequency of 625 MHz and a GDDR3 memory speed of 993 MHz. It also uses a 256-bit memory bus, and uses a 55 nm design. It is comprised of 800(160x5) SPUs, 40 TAUs, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 4850 512MB, in theory, should perform a lot faster than the GeForce GT 430 1GB in general. (explain)
Texel RateThe Radeon HD 4850 512MB should be much (more or less 123%) faster with regards to texture filtering than the GeForce GT 430 1GB. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Radeon HD 4850 512MB is superior to the GeForce GT 430 1GB, by far. (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 data (measured in MB per second) that can be moved over the external memory interface within a second. The number is worked out by multiplying the card's interface width by its memory speed. In the case of DDR type RAM, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This figure is worked out by multiplying the total number of texture units of the card by the core speed of the chip. The better the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly write to the 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 called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.