Compare any two graphics cards:
GeForce GT 430 1GB vs Radeon HD 4850 512MB
IntroThe GeForce GT 430 1GB features a GPU clock speed of 700 MHz, and the 1024 MB of GDDR3 memory runs at 900 MHz through a 128-bit bus. It also is made up of 96 Stream Processors, 16 TAUs, and 4 ROPs.
Compare those specs to the Radeon HD 4850 512MB, which features core speeds of 625 MHz on the GPU, and 993 MHz on the 512 MB of GDDR3 memory. It features 800(160x5) SPUs as well as 40 TAUs and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon HD 4850 512MB should perform a lot faster than the GeForce GT 430 1GB overall. (explain)
Texel RateThe Radeon HD 4850 512MB will be much (about 123%) faster with regards to texture filtering than the GeForce GT 430 1GB. (explain)
Pixel RateThe Radeon HD 4850 512MB will be a lot (more or less 257%) more effective at full screen anti-aliasing than the GeForce GT 430 1GB, and able to handle 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 (measured in MB per second) that can be moved past the external memory interface in a second. The number is worked out by multiplying the card's bus width by its memory clock speed. If it uses DDR type memory, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the faster 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 number of texture map elements (texels) that are applied per second. This is worked out by multiplying the total amount of texture units by the core speed of the chip. The higher this number, the better the graphics card will be at handling 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 the local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.