Compare any two graphics cards:
GeForce GTS 450 vs Radeon HD 4830 512MB
IntroThe GeForce GTS 450 features a core clock frequency of 783 MHz and a GDDR5 memory speed of 902 MHz. It also features a 128-bit memory bus, and uses a 40 nm design. It features 192 SPUs, 32 TAUs, and 16 Raster Operation Units.
Compare those specs to the Radeon HD 4830 512MB, which comes with GPU clock speed of 575 MHz, and 512 MB of GDDR3 memory set to run at 900 MHz through a 256-bit bus. It also is made up of 640(128x5) SPUs, 32 TAUs, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTS 450 should perform a small bit faster than the Radeon HD 4830 512MB in general. (explain)
Texel RateThe GeForce GTS 450 will be quite a bit (approximately 36%) better at AF than the Radeon HD 4830 512MB. (explain)
Pixel RateThe GeForce GTS 450 should be a lot (about 36%) better at FSAA than the Radeon HD 4830 512MB, and also capable of handling 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 largest amount of data (in units of megabytes per second) that can be transported across the external memory interface in a second. The number is calculated by multiplying the card's interface width by its memory clock speed. If the card has DDR type RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the faster 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 processed in one second. This is calculated by multiplying the total amount of texture units by the core speed of the chip. The higher the texel rate, the better the video 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 maximum number of pixels the video card can possibly write to the local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.