Compare any two graphics cards:
GeForce GT 430 1GB vs Radeon HD 3650 512MB
IntroThe GeForce GT 430 1GB comes with 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 is made up of 96 Stream Processors, 16 TAUs, and 4 ROPs.
Compare those specs to the Radeon HD 3650 512MB, which uses a 55 nm design. AMD has set the core frequency at 725 MHz. The GDDR3 memory is set to run at a speed of 800 MHz on this card. It features 120(24x5) SPUs as well as 8 Texture Address Units and 4 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GT 430 1GB will be 13% quicker than the Radeon HD 3650 512MB in general, because of its greater bandwidth. (explain)
Texel RateThe GeForce GT 430 1GB is a lot (approximately 93%) more effective at texture filtering than the Radeon HD 3650 512MB. (explain)
Pixel RateThe Radeon HD 3650 512MB should be just a bit (more or less 4%) faster with regards to FSAA than the GeForce GT 430 1GB, and also capable of handling higher screen resolutions without losing too much performance. (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 largest amount of information (in units of MB per second) that can be transferred past the external memory interface in one second. It is calculated by multiplying the bus width by its memory clock speed. In the case of DDR memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This number 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 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. The number is calculated by multiplying the number of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the max fill rate.