Compare any two graphics cards:
GeForce GT 430 1GB vs Radeon HD 4850 512MB
IntroThe GeForce GT 430 1GB has a core clock frequency of 700 MHz and a GDDR3 memory speed of 900 MHz. It also uses a 128-bit bus, and makes use of a 40 nm design. It is made up of 96 SPUs, 16 TAUs, and 4 ROPs.
Compare all of that to the Radeon HD 4850 512MB, which makes use of a 55 nm design. AMD has set the core frequency at 625 MHz. The GDDR3 memory runs at a frequency of 993 MHz on this particular card. It features 800(160x5) SPUs along with 40 Texture Address Units and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, 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 quite a bit (about 123%) faster with regards to texture filtering than the GeForce GT 430 1GB. (explain)
Pixel RateThe Radeon HD 4850 512MB should be a lot (more or less 257%) better at full screen anti-aliasing than the GeForce GT 430 1GB, and capable of handling higher screen resolutions without slowing down too much. (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 maximum amount of information (in units of megabytes per second) that can be transported over the external memory interface in one second. It is worked out by multiplying the card's bus width by the speed of its memory. If it uses DDR type memory, it must 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 anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This figure is calculated by multiplying the total amount of texture units by the core speed of the chip. The higher the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly write to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.