Compare any two graphics cards:
GeForce GT 220 GDDR3 vs Radeon HD 4670 512MB
IntroThe GeForce GT 220 GDDR3 has a GPU core clock speed of 625 MHz, and the 512 MB of GDDR3 memory is set to run at 1012 MHz through a 128-bit bus. It also is comprised of 48 SPUs, 16 Texture Address Units, and 8 Raster Operation Units.
Compare that to the Radeon HD 4670 512MB, which has GPU core speed of 750 MHz, and 512 MB of GDDR4/GDDR3/DDR3/DDR2 memory running at 1000 MHz through a 128-bit bus. It also is made up of 320(64x5) SPUs, 32 TAUs, and 8 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GT 220 GDDR3 should theoretically perform a small bit faster than the Radeon HD 4670 512MB overall. (explain)
Texel RateThe Radeon HD 4670 512MB will be quite a bit (approximately 140%) faster with regards to texture filtering than the GeForce GT 220 GDDR3. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Radeon HD 4670 512MB is the winner, though not by far. (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 data (in units of megabytes per second) that can be transported past the external memory interface in a second. The number is worked out by multiplying the card's interface width by the speed of its memory. If the card has DDR type memory, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR 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 figure is calculated by multiplying the total texture units of the card by the core speed of the chip. The better this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card can possibly record to its local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the number of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.