Compare any two graphics cards:
GeForce GT 450 (OEM) vs Radeon HD 3870 512MB
IntroThe GeForce GT 450 (OEM) features a GPU core clock speed of 790 MHz, and the 1536 MB of GDDR5 RAM is set to run at 1000 MHz through a 192-bit bus. It also features 144 Stream Processors, 24 TAUs, and 24 ROPs.
Compare all of that to the Radeon HD 3870 512MB, which features core speeds of 775 MHz on the GPU, and 900 MHz on the 512 MB of GDDR3 memory. It features 320(64x5) SPUs along with 16 Texture Address Units and 16 Rasterization Operator Units.
Power Usage and Theoretical BenchmarksBoth cards have the same power consumption.
Theoretically speaking, the GeForce GT 450 (OEM) should be quite a bit faster than the Radeon HD 3870 512MB overall. (explain)
Texel RateThe GeForce GT 450 (OEM) should be quite a bit (more or less 53%) faster with regards to AF than the Radeon HD 3870 512MB. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce GT 450 (OEM) is superior to the Radeon HD 3870 512MB, and very much so. (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 max amount of information (in units of megabytes per second) that can be moved across the external memory interface in one second. The number is calculated by multiplying the card's bus width by its memory clock speed. If it uses DDR memory, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with AA, 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 is calculated by multiplying the total amount of texture units of the card by the core speed of the chip. The higher this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly write to the local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.