Compare any two graphics cards:
GeForce GT 430 1GB vs Radeon HD 4850 512MB
IntroThe GeForce GT 430 1GB has a GPU clock speed of 700 MHz, and the 1024 MB of GDDR3 memory is set to run at 900 MHz through a 128-bit bus. It also is comprised of 96 SPUs, 16 TAUs, and 4 ROPs.
Compare those specs to the Radeon HD 4850 512MB, which makes use of a 55 nm design. AMD has clocked the core speed at 625 MHz. The GDDR3 RAM works at a speed of 993 MHz on this particular card. 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)
In theory, the Radeon HD 4850 512MB should be a lot faster than the GeForce GT 430 1GB overall. (explain)
Texel RateThe Radeon HD 4850 512MB should be quite a bit (more or less 123%) more effective at anisotropic filtering than the GeForce GT 430 1GB. (explain)
Pixel RateThe Radeon HD 4850 512MB will be a lot (approximately 257%) faster with regards to AA than the GeForce GT 430 1GB, and also will be able to handle higher screen resolutions more effectively. (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 largest amount of information (counted in MB per second) that can be moved across the external memory interface in a second. It is worked out by multiplying the card's bus width by the speed of its memory. In the case of DDR RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the card's 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 number of texture map elements (texels) that can be applied per second. This number is worked out by multiplying the total number of texture units of the card by the core clock speed of the chip. The better this number, the better the video 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 the video card can possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of colour ROPs by the the core speed of the card. 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 fill rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.